Shaders

Software: Other

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Luca, Sr. Member
Posted: 31 May 2013 03:20 PM   Total Posts: 230   [ # 16 ]

or:

The decal problem can be solved rather simply by using the painter’s algorithm (i.e. drawing from
back to front) combined with color buffer and depth buffer masking, assuming the decal is contained
entirely with in the underlying polygon. The steps are:

1. draw the underlying polygon with depth testing enabled but depth buffer updates disabled.
2. draw the top layer polygon (decal) also with depth testing enabled and depth buffer updates
still disabled.
3. draw the underlying polygon one more time with depth testing and depth buffer updates
enabled, but color buffer updates disabled.
4. enable color buffer updates and continue on.

http://www.dcs.ed.ac.uk/teaching/cs4/www/graphics/Web/advanced_ogl.pdf

http://ldc.usb.ve/~vtheok/cursos/ci4321/pdfs/02.pdf


http://pjp-75.uio.no/backup/Salvage/Game.Design.eBooks.Pack/Programming/
right click the link and click save object as

 

   

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Luca, Sr. Member
Posted: 01 June 2013 05:20 PM   Total Posts: 230   [ # 17 ]

This can be another good article about wireframe rendering smile

 

   

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Luca, Sr. Member
Posted: 03 June 2013 09:53 AM   Total Posts: 230   [ # 18 ]

Metaballs ? smile

http://tv.adobe.com/watch/max-2013/mastering-multiplayer-stage3d-and-air-game-development-for-mobile-devices/

setProgramConstantFromByteArray

seems to be more fast than

setProgramConstantsFromVector ( and setProgramConstantsFromMatrix ? )

 

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MetaballsMateriall.zip  (File Size: 2KB - Downloads: 215)
   

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Luca, Sr. Member
Posted: 05 June 2013 08:37 AM   Total Posts: 230   [ # 19 ]
// Create view3D, camera and add to stage
view = new View3D();
view.shareContext true;
view.stage3DProxy stage3DProxy;
view.layeredView true;
view.mousePicker PickingType.RAYCAST_BEST_HIT

Used in a sharedContext. When true, clears the depth buffer prior to rendering this particular view to avoid depth sorting with lower layers. When false, the depth buffer is not cleared from the previous (lower) view’s render so objects in this view may be occluded by the lower layer. Defaults to false.

 

   
   
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