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A Sprite for a Plane?I have come to the conclusion that I want to render each of my planes
in a separate sprite but I am unsure of the best approach in Great White, would this relate to effects? I might be able to create 3 of my 'PaperVisionSetup' classes and switch visibility of planes between them but this is not an ideal approach, have used it for 'a flip' but in the past, so I know it can work especially if you switch render on and off as needed in each version. Reasons for wanting to use a sprite per plane: 1) This will allow me to colour transform the container without having to update the bitmap for alpha changes (alpha lags the tweens and I am currently using a single tween to update all plane positions and only applying alpha when needed, maybe I should be turning interactive on and off but I believe alpha on transparent movie is not ideal) 2) I want handcursor and not sure it is supported. 3) If mouse does not move the virtual mouse does not map subseqent click properly when planes below have moved, but I believe some subsequent may get updates so I can only really know a plane has been clicked and it gets messy to calculate which one, I am currently overlying blend mode transparent buttons above my papervision layer as a work round. 4) Virtual mouse is an overhead a sprite per plane in my simple need would be more appropriate. Do one of the other 3d engines provide this or can I get this to work in pv? Cheers Justin _______________________________________________ Papervision3D mailing list Papervision3D@... http://osflash.org/mailman/listinfo/papervision3d_osflash.org |
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Re: A Sprite for a Plane?http://blog.zupko.info/?p=129
viewport.getChildLayer will create a new layer for you or return an existing one for that viewport if it already exists. you can then tween, set useHandCursor, or do whatever you want. or you can use useOwnContainer - but if you have alot of objects this can be slower. On Jul 23, 2008, at 6:26 AM, Justin Lawerance Mills wrote: > I have come to the conclusion that I want to render each of my planes > in a separate sprite but I am unsure of the best approach in Great > White, would this relate to effects? I might be able to create 3 of > my 'PaperVisionSetup' classes and switch visibility of planes between > them but this is not an ideal approach, have used it for 'a flip' but > in the past, so I know it can work especially if you switch render on > and off as needed in each version. > > Reasons for wanting to use a sprite per plane: > > 1) This will allow me to colour transform the container without > having to update the bitmap for alpha changes (alpha lags the tweens > and I am currently using a single tween to update all plane positions > and only applying alpha when needed, maybe I should be turning > interactive on and off but I believe alpha on transparent movie is > not ideal) > > 2) I want handcursor and not sure it is supported. > > 3) If mouse does not move the virtual mouse does not map subseqent > click properly when planes below have moved, but I believe some > subsequent may get updates so I can only really know a plane has been > clicked and it gets messy to calculate which one, I am currently > overlying blend mode transparent buttons above my papervision layer > as a work round. > > 4) Virtual mouse is an overhead a sprite per plane in my simple need > would be more appropriate. Do one of the other 3d engines provide > this or can I get this to work in pv? > > Cheers > > Justin > > > _______________________________________________ > Papervision3D mailing list > Papervision3D@... > http://osflash.org/mailman/listinfo/papervision3d_osflash.org _______________________________________________ Papervision3D mailing list Papervision3D@... http://osflash.org/mailman/listinfo/papervision3d_osflash.org |
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Re: A Sprite for a Plane?
Andy
Thanks [quote] viewport.getChildLayer will create a new layer for you or return an existing one for that viewport if it already exists. you can then tween, set useHandCursor, or do whatever you want. or you can use useOwnContainer - but if you have alot of objects this can be slower. [/quote] Thanks I think I saw the link in my googles but did not realize its relevance, your explanation above clarifies everything. Is it messy to switch planes between 'useOwnContainer' or is it a toggle boolean setting? For instance while tweening after a button response, planes are best rendered without their own container but when they need to interact with the mouse again they might be better rendered with their own container even if the scene is tweening, so is it like a render switch when the planes material renders, and any add/remove of required sprites is automatic or is it make a decision when init or maybe use both and just toggle with visible. Thanks again, for the current small piece I may go have to go with the overlay buttons as they are working but I am definitely going to use this and I may need it for another part where I am running pv twice due to depth sorting.... Can I set new layers to always stay at a particular depth or is it always or never sorted? l Good stuff anyways. Cheers Justin _______________________________________________ Papervision3D mailing list Papervision3D@... http://osflash.org/mailman/listinfo/papervision3d_osflash.org |
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