Away3d 3.6 essential demo’s v.s 4.6 / view.bitmapsession scaling/resolution

Software: Away3D 4.x

MacShrike, Newbie
Posted: 14 August 2015 01:07 PM   Total Posts: 12

Ls,

Starting looking into away3d for augmentations to my starling apps.
Worked through the 3.6 books; noticed they dont really work with the 4.6 core. confused

I was especially interested in the viewport scaling example from chapter 13.
Is there a way to accomplish this in away3d 4.6?
Cant seem to find an appropriate example in the 4.6 examples.
If so could anyone please point me in the right direction. red face

Highest regards,

Mac

   

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theMightyAtom, Sr. Member
Posted: 15 August 2015 09:45 PM   Total Posts: 669   [ # 1 ]

Hi Mac,
Yes 4.0 onwards is a completely different animal.
You should be able to set the size of the viewport without any trouble. Sorry I don’t own the 3.6 book, so I can’t look at Chapter 13.
What is it you need to achieve?

Cheers!

   

MacShrike, Newbie
Posted: 16 August 2015 12:04 PM   Total Posts: 12   [ # 2 ]

O’ mighty atom!

Thx for the assist.

There was a trick to speedup the render with a side effect of beeing pixelated wich, in my case, might work out visually.

They rendered to a smaller bitmap then scaled that up to fullscreen, thus reducing the number of pixels involved;

4.0 Beeing no longer bitmap based it makes sense that’s been eliminated.

What im experimenting with is the 4.6 examples globe demo.
Im trying to use it as an animated background, but on mobile it leaves very little FPS to be effective, so im trying to tweak it.

Ive enlarged the globe diameter, moved the camera between the surface and the cloud layer. In effect it should end up as a flying over the earth surfce effect.

Now im thinking; perhaps a render to texture then scaling that up and displaying that (working with a starling away3d hybrid).
Dont know if the render time is the same for a smaller viewport cause it might just get calculated the same and then scaled down to the smaller texture, in wich case that would not improve performance me thinks.
or…
Making a smaller curved mesh (since only a 10th(or even less) of the entire globe is onscreen) then using the globe texture on that, relatively tiny, mesh and recreating the earth rotation by moving the UV coordinates of the globe and cloud textures.
or..
?

Thx for reading this far cool smirk

Highest regards,

Mac

 

 

   
   

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