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Messages - Mal

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General Discussion / Re: Texture Painting (Clear Painting)
« on: October 08, 2014, 03:57:55 PM »
You could make a copy of the textures .bitmapData at the start, and then use it to copy back into the texture when you want it to clear.

You might also want to keep the original texture as the first layer, and add a second layer that the user paints on.  This would make it easy to deal with just the user drawn art, and clear it in order to revert to the original.

Engine Library / Re: MeshCollider and Meshes created with code
« on: September 30, 2014, 01:18:38 PM »
I was having the same issue with a scene I was working on ( I was tagging the meshCollider "road" geometry from an imported .zf3d as being static, and the new raycasting wasn't finding it ).

Tagging these as isStatic = false solves the issue, glad to hear that there is a solution!

Engine Library / Re: MeshBatch3D
« on: September 03, 2014, 03:59:48 PM »
> What about using the MeshBatch3D children as a pivot instances?, this way, you can just add > pivots like the usual way.

> It won't matter what is the thing, these could be just treated as pivots.
> These will be rendered additionally to the ones you add manually.

So, aMeshBatch3D.addChild ( aPivotFromSceneThatMatchesTheMeshBatch3DInitialModel )?
That would be cool!

Engine Library / Re: Calculating amount of draw calls for a certain object
« on: September 03, 2014, 09:06:32 AM »
Meant to add, to check the surface count in code for a pivot that you know has geometry, you could try...

aDrawCalls = ( aPivot3D as Mesh3D ).surfaces.length;

Engine Library / Re: Calculating amount of draw calls for a certain object
« on: September 03, 2014, 08:54:04 AM »
If you...
- load the .zf3d file up in the editor
- select the object you want
- [Edit]->Select Invert
- [Edit]->Delete ( or click the Visible option under Properties to hide them )

This leaves only the object you want to test.

If you look at the draw calls, you'll see the figure you want.
If you then look under the Properties->Mesh panel, you'll see Surfaces and Materials.  In my case, the surfaces equals the draw calls value.

Engine Library / Re: MeshBatch3D
« on: September 03, 2014, 05:31:50 AM »
Say I have an existing scene exported by an artist, with eg 30 dynamic coins ( same mesh, same material ) that are going to spin.

At the moment, it looks like I would need to create a MeshBatch3D with one of the coins, and then traverse through each one, remove it from the scene, and then add a new instance using the position and rotation of the coin using .addInstance ( pos, rot ).

Would it be possible to have a new method, eg .addExistingInstance ( aPivot ), that would extract this info and save having to do a remove and then create for a new instance?

Also, if a scene has say a dynamic box, sphere and cone all using the same material, would there be any way of batching that in the future with Flare3D ( or 100 slightly differently shaped ( and low poly ) models, using the same texture / material ).

( was reading this article - and this - )

General Discussion / Re: Setting collisions for a game
« on: July 16, 2014, 08:09:06 AM »
> the player should be a kinematic object if there is no need for real physics

How do you specify a kinematic object in code?

There seems to be a isRigidBody, isStatic and isTrigger ( three of the 4 options in the dropdown in the IDE ), but no isKinematic.  If the above three are set to false, does that make it automatically a kinematic object?

General Discussion / Re: Update to new version
« on: June 25, 2014, 07:00:58 AM »
If you click on the link in your original email when you purchased the license, it'll link to the latest commercial version of Flare3D.

Engine Library / Re: ATF Texture Load Speed Tests Results
« on: May 22, 2014, 05:01:23 AM »
Johannes, many thanks for sharing the info - can you post this test example project, so that other devs can also run it and share times / device names?

Engine Library / Re: Wrong blending render issue
« on: May 22, 2014, 05:00:16 AM »
Regarding the alpha and incorrect value issue, this might be worth giving a shot ( not sure if it's related )

Engine Library / Re: Wrong blending render issue
« on: May 22, 2014, 04:58:30 AM »
Hi Sergey,

> Our texture is rendered with some strange offset where blue color is 0. What is it and how can we solve this problem?

That looks like a texture wrapping / repeating problem - if you try setting the Texture3D.wrapMode to Texture3D.WRAP_CLAMP instead of Texture3D.WRAP_REPEAT, that should help.

You mentioned that you're using Flex SDK 4.6.0, but are you using the Flash IDE to code?  If so, what version of Flash?

General Discussion / Re: Question, how to get vector collisions?
« on: May 10, 2014, 02:07:45 PM »
>  because I was already using it to handle car's physics over terrain

Did you write the car handling yourself, or is there an example?  I know that the Away3D physics ships with a vehicle class, which led me to think you were using that.

Is it a raycast solution ( one for each of the wheels ), or is the car effective a static mesh that is being "pushed" around the terrain?

Would be cool to see what you're doing with the new Flare3D physics system, if you get a chance to post a link.

General Discussion / Re: Question, how to get vector collisions?
« on: May 08, 2014, 04:13:30 PM »
> must have the solution for bullet physics.

Just to confirm, are you using Bullet physics ( ie the Flare3D port of AwayPhysics, which is effectively an AS3 port of ), or are you trying to use the new Flare3D physics system to handle firing bullets?

Both are bullet physics, I'm assuming the first :)

IDE and Tools / Re: Question about particles
« on: May 08, 2014, 03:46:18 PM »
I'd run your code in debug mode, then check the value of the variable in which you're storing the result of getChildByName() into - it could be null if you're not passing the exact name of the particle.

If it's null, maybe load the .zf3d into the Flare3D IDE and check it there ( click on it's name in the list and see if the relevant particle properties appear ).

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