Hey Guys

both Renderer.CORRECT_Z_ORDER and Renderer.INTERSECTING_OBJECTS use
quadtrees to split up the viewport and reduce the number of checks between
triangles.

Renderer.BASIC is the default renderer for a view, and doesn't use
quadtrees. A lot of the processing overheard you see with the corrective
sorting renderers is actually down to the quadtree algo to get all projected
triangles into their 2d-quadrants! But this step saves more in the checking
stage of corrective sorting than it uses - without quadtrees you would need
to perform n! checks on the projected triangles, which would cause an even
greater slowdown

Rob

On Sun, Nov 9, 2008 at 7:05 PM, mogg <[EMAIL PROTECTED]> wrote:

>
> Diomas, Peter,
>
> Thank you.
> I believe I have already been doing this without knowning it was using
> Quadtree.
>
> Tony
>
> On Nov 9, 6:52 am, "Peter Kapelyan" <[EMAIL PROTECTED]> wrote:
> > Hi Tony,
> >
> > I am pretty sure that Quadtree is on by default. All items in a scene are
> > rendered with their triangles as correct and fast as possible.
> >
> > If you want it to be better or more correct, you can use the
> CORRECT_Z_ORDER
> > renderer.
> >
> > If you dont want to use Quadtree, and want your scene to render faster,
> > there is the .ownCanvas property which won't sort the triangles between
> the
> > objects.
> >
> > Hope I got it right and it explains it simply!
> > -Pete
> >
> > On Sun, Nov 9, 2008 at 7:09 AM, mogg <[EMAIL PROTECTED]> wrote:
> >
> > > Are there any demos/tutorials on the Quadtree support in Away3D
> > > mentioned on the papervision3D blog. They give the Away3D team full
> > > credit.
> >
> > >http://blog.papervision3d.org/2008/10/14/papervision-quadtree-support/
> >
> > > Tony
> >
> > --
> > ___________________
> >
> > Actionscript 3.0 Flash 3D Graphics Engine
> >
> > HTTP://AWAY3D.COM
>



-- 
Rob Bateman
Flash Development & Consultancy

[EMAIL PROTECTED]
www.infiniteturtles.co.uk
www.away3d.com

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