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
