Discussion:
Object culling
Fábio Burkard
2010-08-19 14:36:05 UTC
Permalink
Can I avoid an object from being culled?

It's a plane, 0 segments; while the camera rotates, sometimes only 1
triangle appears, sometimes both, and other times none. When all vertices
are outside the camera, it disappears, but should not (it's kinda BIG
floor).

I've tried to use (objName).culled = false but didn't work, and I don't want
to use lots of segments for the plane (it doesn't need to).Can I avoid an
object from being culled?

It's a plane, 0 segments; while the camera rotates, sometimes only 1
triangle appears, sometimes both, and other times none. When all vertices
are outside the camera, it disappears, but should not (it's kinda BIG
floor).

I've tried to use (objName).culled = false but didn't work, and I don't want
to use lots of segments for the plane (it doesn't need to).
Andy Zupko
2010-08-19 14:48:36 UTC
Permalink
You can use frustum clipping. It is a performance hit, but it will fix that issue.

http://blog.zupko.info/?p=170
Post by Fábio Burkard
Can I avoid an object from being culled?
It's a plane, 0 segments; while the camera rotates, sometimes only 1 triangle appears, sometimes both, and other times none. When all vertices are outside the camera, it disappears, but should not (it's kinda BIG floor).
I've tried to use (objName).culled = false but didn't work, and I don't want to use lots of segments for the plane (it doesn't need to).Can I avoid an object from being culled?
It's a plane, 0 segments; while the camera rotates, sometimes only 1 triangle appears, sometimes both, and other times none. When all vertices are outside the camera, it disappears, but should not (it's kinda BIG floor).
I've tried to use (objName).culled = false but didn't work, and I don't want to use lots of segments for the plane (it doesn't need to). _______________________________________________
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Fábio Burkard
2010-08-19 18:08:12 UTC
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Worked fine; thanks!!
Post by Andy Zupko
You can use frustum clipping. It is a performance hit, but it will fix that issue.
http://blog.zupko.info/?p=170
Post by Fábio Burkard
Can I avoid an object from being culled?
It's a plane, 0 segments; while the camera rotates, sometimes only 1
triangle appears, sometimes both, and other times none. When all vertices
are outside the camera, it disappears, but should not (it's kinda BIG
floor).
Post by Fábio Burkard
I've tried to use (objName).culled = false but didn't work, and I don't
want to use lots of segments for the plane (it doesn't need to).Can I avoid
an object from being culled?
Post by Fábio Burkard
It's a plane, 0 segments; while the camera rotates, sometimes only 1
triangle appears, sometimes both, and other times none. When all vertices
are outside the camera, it disappears, but should not (it's kinda BIG
floor).
Post by Fábio Burkard
I've tried to use (objName).culled = false but didn't work, and I don't
want to use lots of segments for the plane (it doesn't need to).
_______________________________________________
Post by Fábio Burkard
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Karim Beyrouti
2010-08-23 08:28:59 UTC
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Hello All,

I am looking to find some points on a 3D line - I have the start and end points of the line ( 2 DisplayObject3D ), and am looking to find 3 to 10 equally spaced points on it - anyone been here with this one before?


Regards


Karim
Bogdan Kremnev
2010-08-23 09:21:28 UTC
Permalink
Use parametric line equation
pseudo code:

moveVector = endPoint - startPoint;
pointOnLine = startPoint + moveVector * t

Where t is between 0 and 1 so if you want middle point of line specify 0.5
for t
Post by Karim Beyrouti
Hello All,
I am looking to find some points on a 3D line - I have the start and end
points of the line ( 2 DisplayObject3D ), and am looking to find 3 to 10
equally spaced points on it - anyone been here with this one before?
Regards
Karim
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http://osflash.org/mailman/listinfo/papervision3d_osflash.org
Karim Beyrouti
2010-08-23 09:51:38 UTC
Permalink
Perfect - thanks...
Post by Bogdan Kremnev
Use parametric line equation
moveVector = endPoint - startPoint;
pointOnLine = startPoint + moveVector * t
Where t is between 0 and 1 so if you want middle point of line specify 0.5 for t
Hello All,
I am looking to find some points on a 3D line - I have the start and end points of the line ( 2 DisplayObject3D ), and am looking to find 3 to 10 equally spaced points on it - anyone been here with this one before?
Regards
Karim
_______________________________________________
Papervision3D mailing list
http://osflash.org/mailman/listinfo/papervision3d_osflash.org
_______________________________________________
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http://osflash.org/mailman/listinfo/papervision3d_osflash.org
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