ActionScript 3.0 :: DrawTriangles() UV Mapping Only Good For Planes?
Aug 23, 2009
I'm just coming back to toying with 3d in flash. All my previous efforts were made in AS2 so drawTriangles() is liquid-awesome to me... Still, am I right in thinking that the UV mapping of drawTriangles is only really useful for two-triangle planar evaluations? In other words, there isn't any way to pipe in the UV map data required to skin a whole model - even a simple cube - in one call to drawTriangles, is there?
I got my hopes up when I saw I could draw the whole wireframe of an object in one call, but everything I read suggests the UV coordinates are relative to the vertices, not the indices. So I'm thinking that the UV value for a vertex can't be redefined for triangles sharing vertices as described by the index. Is that right? If so, I guess you could draw the whole thing in a single call if you threw away your index and passed all the unconsolidated vertex information. Seems like an awful waste if that's right.
Looking for a programming book that is in tutorial approach. Example this chapter teaches you how to do a login form. In the second chapter it teaches you how to integrate the login for to another app.Basically I'm looking for a book that teaches you real working application rather than abstract ideas. Programming language I have in mind is Adobe Air/Flex, Visual Basic. Functions I have in mind should at least cover Drag and Drops, Integration to a web form (form entry) and customizable interfaces.The languages i had in mind isn't fix. If you know a programming platform that has little code or easy to learn but still be able to develop a cool application.
Has anyone ever had trouble using the drawTriangles method from a custom class?
I have an fla that points to a Main class, and within that class i create a var with the type defined in another class (let's call it Triang) that uses the drawTriangles method.
There are two main ways I've tested to see what could be wrong. 1.) I have used the drawRectangle method instead from the Triang class and when testing the project the rectangle is properly added to the stage. 2.) I've used the drawTriangles method on the first frame within a blank fla file in the same way i'm trying to within the class and the triangle was added (just to make sure i understood how to use the method properly)
I'm messing around a bit with the new fp10 drawing api and drawtriangles. i've created a little something i think is kinda of cool, though i can't seem to get the uv-mapping working as i want. since i'm just moving points in z/y direction i don't really have and z-value to calculate the uv with. though the bitmap texture gets distorted. i've tried to calculate a "fake" z-value with x and y, but since my maths skills are terrible i can't really get it to work.
i've thrown together a little sample here below (code obviously needs cleaning up, but i'm gonna worry about that when i've got it working as i want to). in this example z-val will always be 1 and no perspective fixing will be done. so i really need your to figure out how i can take my calculated x and y point and turn them into a "fake" z-point and use that to avoid distortion in the map/texture.
How do you go about drawing only the outline of squares using drawTriangle. Currently I am using lineStyle to draw my lines but obviously that outlines each triangle. I know i can just draw Squares out using drawRect with no fill but that seems like a waste.
i'm messing around a bit with the new fp10 drawing api and drawtriangles. i've created a little something i think is kinda of cool, though i can't seem to get the uv-mapping working as i want. since i'm just moving points in z/y direction i don't really have and z-value to calculate the uv with. though the bitmap texture gets distorted. i've tried to calculate a "fake" z-value with x and y, but since my maths skills are terrible i can't really get it to work.
i've thrown together a little sample here below (code obviously needs cleaning up, but i'm gonna worry about that when i've got it working as i want to). in this example z-val will always be 1 and no perspective fixing will be done. how i can take my calculated x and y point and turn them into a "fake" z-point and use that to avoid distortion in the map/texture.
Is there a way to make DrawTriangles use anti aliasing like it does in the native flash UI.ode below uses a movieclip on the stage called "testBitmap_mc" that has stuff inside it and then it draws a triangle and flips it.
i am building a application and new to papervision3d so i am facing a problum a) i have two planes which are in aranged as one at behind another and then these both pnales are in one cube , what happens when i rotate cube these planes intersect and some cuttings show up in the plane which is at ffront.
how to setup Planes with papervision, then retrieve them later?I've set up the 3d scene like this:
PHP Code:
var con:Sprite = new Sprite(); con.x = this.width * 0.5; con.y = this.height * 0.3; holder.addChild(con);
[code]....
but none of these methods seem to work,, possibly because you can't do the same things to Planes that you can to movieclips...(?)the scene.numChildren seems to work though.
The effect I would like to achieve is when the plane around the sphere is clicked, the sphere rotates so that the plane is in the middle of the stage. but there always some problems when i clicked the plane the sphere seems like never rotate to it's back.[code]
Following leeBrimlows tutorial using flarmanager, I am wanting to make a plane clickable that is housed in a container using the InteractiveScene3DEvent.
I thought I would create a simple little game involving a skydiver who is supposed to be falling towards the ground, the problem I have got is the scrolling background is hidding the birds, planes and clouds objects which scroll up,
I have added 2 text3D textfields for each plane that gets rendered via xml.Everything works fine, yet as more planes get added via xml the carousel slows down considerably.If I remove the text3D fields the carousel rotates very smooth and at normal speed. Is this just a limitation of text3D in Papervision3D or is there a way to optimize this better? Yes, smooth is set to false and images have been optimized.
So, I have a Vbox names isThisVBoxAwesomeOrWhat that contains another VBox that containst two text fields.Now, further in the code I make a plane out of it so I can make a 3D object out of it, here is the snippet:[for i in totalPlanes] ...
var material:MovieMaterial = new MovieMaterial(isThisVBoxAwesomeOrWhat, true, true, true); ... plane = new Plane(material, isThisVBoxAwesomeOrWhat.width, isThisVBoxAwesomeOrWhat.height, 10, 10);[code].....
So now I have my scene filled with planes made out of VBox composite as I wanted. I also have those planes in a linkedList, and what I would like to do now is to "SOMEHOW" access each individual VBox and it's composites for each individual plane.Something like this (obviously doesn't work! Just an example):
linkedList.node.data.VBox.VBox.Text[0]
so I could modify parameters on the fly. Or maybe I'm totally wrong on this and I should have as many Vbox'en as I have planes and id each individually. Whatever the case I can't figure out how to access children of the parent in this mxml example.
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<?php error_reporting(E_ALL | E_STRICT); //error reporting, not needed require_once "Zend/Amf/Server.php"; //the zendAMF server require_once "process.php"; //our test class
I'm building image processing or mapping system kinda like google map except we have our own HD images so i'm not sure what is the best way to do this in .NET here is what im trying to do Mapping web application build in .NET i've High resolution images , the user first load the selected area a full scaled image should be loaded 100% (original image) then he Zoom to the area he want, then he can move around this area almost like google map
1.user select area - full scaled image loaded
2.user zoom to random area - (i will receive some values for X, Y, etc.. in query string then i will extract these values and zoom/return the image based on these values)
So i'm not sure what is the ideal solution for this is it just zoom/re-size image based on the vales received from the user, or its more complicated than that?
which is the best flash mapping api (with good support and reasonable price) to use in my flash project. I have used UMapper �s Umap before but it�s too expensive for a commercial license and the support was not that good.
I'm new to flash and working to embed the flash player in a .NET application. It's going "well" for the definition of "well" that adding the COM control and getting it to play a movie was easy and took about 3 minutes.What's not going well is that I cannot find documentation on the variable to string mapping used the SetParameter variable parameter. To coordinate between the apps, I want to be able to say: "flashPlayer.SetVariable("flash_variable", "value_to_set"). Obviously SetVariable does this. What's not obvious is how "flash_variable" is constructed.
For example, in the actionscript for a button called "OneBigButton" I have the following code:
I'd love a pointer to the documentation on how namespaces, class instances, etc affect the string construction used in SetVariable and GetVariable as I can't find it anywhere.
When I login a new session is generated. How can I later know for which login the session was generated? I am getting the session value, but how do I know which user the session is for and redirect him to that page?
I am building an application using Flex 4.5 and Zend_AMF as my AMF endpoint.I would like to map a class called CRequest in PHP to a class called Request in Flex.This is my php class:
Dear goodness, am I the only person on the web trying to send a VO object from Flash to AMF where the properties are read only/getters? If I add a setter that does nothing but throws an Error it works. If no setting is present in Flash, it fails. Is there a way to send objects to AMF that have getters and not setters?
The way my test works, I draw a path on a displacement map using the mouse, and this displacement is applied to the same image every frame (i.e., the displaced image of the last frame is displaced again). Colors are flowing along the path as they should, with one problem: the displaced pixels always turn transparent after a few seconds.At first I thought this had something to do with the DisplacementMapFilterMode, so I tried setting it to "COLOR" using an opaque bright blue, while the stage behind my warped image is a highlighter green. Nope, the FilterMode color is only used for pixels sampled off the image, while my interior pixels were turning completely transparent of their own accord. I tried removing the alpha channel from my distorted image, and then the pixels would just turn black instead of transparent.
So, now I'm stumped. I've viewed my displacement map to make sure it looks right, I've tried setting the displacement scale to low and high numbers, and I've checked the channel assignments, all to no avail. Here's my code, and I've attached the .fla as well, so you can see what's happening. If you run the file, just make your mouse is located in the center of the frame before it starts, or you'll end up dragging the blue fill color in from off the screen.
Code: // "spider" is the name of a named movie clip instance containing // an image on the stage, having the same dimensions as the stage
I'm still having trouble mapping my as3 class to a server side class in C#. I've been through several tutorials and the official documentation butI must be doing somethiing wrong. I found that I have to use an attribute in my as3 class: [RemoteClass(alias = "FlashRemotingExample.WorkerCS")] But that is still not working.
I have four points that make up a rectangle (note: the four points have the same aspect ratio as the window). The rectangle itself can be moved and scaled (again, keeps it's aspect ratio).
I want to map the root's positions (_x, _y, _xscale, _yscale) so that the box is always the frame of the window. This should be easy enough, except for the fact that the root's "hotspot" (position which it scales from) is always 0,0.
NOTE: I use four points to make the rectangle: xLeft, yTop and xRight, yBottom
come up with some code to change the root's _x, _y, _xscale, and _yscale to fit this rectangle
I've done a bit of web design work,and have used Flash a little,so familiar with the principles of the timeline, keyframing, and twining etc.The sort of thing we might be looking to produce would be similar to this site below :[url].....how technically challenging that might get,or is it the sort of thing that although looks complex, might be relatively easy to achieve armed with a reasonable understanding of the Flash principles that are driving it.
I am have about 80% of a my website built and buttons all mapping where they should go, along with a number of XML driven BANNER ROTATORS/ACCORDIAN MENUS...ect
This site requires users to be signed in, which is done through a site previous to mine. Once they log in, they can click a button which then allows them access to my site.
My site has three "user levels" or "autentication levels" as we have "Managers", "Supervisors" and "Staff" levels.
For testing purposes, we have placed the below actionscript in the first frame of my project. The purpose of this actionscipt is to reference the "authentication level" that the user is using (as they will have already signed in so we are simply looking to obtain their "auth level").
I'm using this tutorial to create buttons with displacement mapping for my simple game menu. These buttons need to be clickable; i.e. once you click on them you move to a different frame. Everything works fine on the first frame, but when I click to the next frame the displacement map disappears and will not apply to the buttons on that frame. Plus, when I click my "back" button to return to Frame 1, the displacement effect has disappeared entirely.
This is the code which is in the base "Game" class, which links to the main Flash file.
It calls the JitteryButton class, another external class, which I don't think is the problem, but I can post if if necessary. It's very similar to the one in the tutorial. Also, I need to add different buttons on other frames of the menu, but if I call them in this external class, it doesn't recognise them.
can anyone spot why this might stop working like it does? I was thinking about instead of using "Game" as an external Actionscript file, I could actually write it into Flash as Actionscript on a layer - would this work?