Hey Roman

i don't think about extending it, so it declare as final
i'll get rid of it in case you need it then
just don't forget to show your stuff after thing done, i love to see ;)

and here's some more i found about Artefacts
http://blog.nobien.net/2010/02/09/using-bitmapdata-to-improve-performance-and-one-small-annoyance/

but i can't find easy way to apply this fix yet ;p

cheers

On 20 February 2010 20:45, banal <[email protected]> wrote:

> Hi there.
> I saw that you implemented the visible property for particles. Thanks!
> However, I'd like to add some custom stuff to the Particle class and
> tried to sublcass it. That didn't work, because Particle was declared
> as public final class.
> Is there a reason, that it's public final? That's kinda limiting in my
> opinion.
>
> Best - Roman
>
> On Feb 2, 10:38 am, katopz <[email protected]> wrote:
> > Hi Roman
> >
> > i'm glad someone playing with it ;D , let me separate things
> >
> > The scene.bitmap approach is quite limiting
> >
> > yup, alot more in todo list, this bitmap feature just added yesterday ;)
> >
> > because it doesn't allow> for different blend-modes or filters per
> Particle-System.
> >
> > // each particle post render, internal
> > for filters  : you have to do it manually by *applyFilter *to bitmapdata
> > for blendMode : you have to do it manually by *draw *bitmapdata again
> with
> > blendmode
> >
> > todo : i'll add this as properties and auto apply while draw soon, or you
> > can do it yourself in case you got my idea what i said ;)
> >
> > // each particle pre render, external
> > they all use same bitmapdata, so you can try apply all effect to source
> > bitmapdata once from external and expect magic happen
> >
> > todo for this is cached scale and blur for dof
> >
> > for flters/blendmode all particles :  you can do it by addChild
> scene.bitmap
> > to some sprite that already apply blendmode/filters
> >
> > > container = new Sprite();
> > > container.filters = [new BlurFilter(4,4)];
> > > container.blendMode = BlendMode.ADD;
> > > addChild(container);
> >
> > container.addChild(scene.bitmap);
> >
> > should work
> >
> > Couldn't this have been
> >
> > > solved by setting the "layer" property on the Particles object and
> > > then render all particles belonging to that Particles Object on its
> > > layer?
> >
> > yes, normally it would be, something like that
> > but it's a little bit fancy while render loop and sorting
> > i've to collect all particles(s) for sorting and draw them by z depth
> (layer
> > already mix at this state)
> >
> > On the other hand: having a layer per Particle seems to be
> >
> > > overkill though.
> >
> > it's just for referrer for render target as i said above, it's not good
> idea
> > to add filter per layer per particle in case you have hundred particle to
> > render ;)
> >
> > Also: It would be really useful to have a "visible" property on
> >
> > > particles.
> >
> > yup, already in my todo list, plus rect clipping
> >
> > Particle.as, here's a patch:
> >
> > >http://bummzack.ch/misc/Particle-Visible.patch
> >
> > thx!
> >
> > more todo : just talk with muzer jiglib team that i'll add physic to
> > particles, and this should be fun after thing done! ;D
> >
> > plz alert what you need and do help me testing for best both
> speed/usability
> > away3d team love to hear what you guy think and let push flash to limit!
> >
> > anyone want to help me kill todo for this is welcome! it's totally fun,
> > trust me! ;)
> >
> > cheers!
> >
> > On 2 February 2010 14:57, banal <[email protected]> wrote:
> >
> >
> >
> > > Hi katopz
> >
> > > I had a more close look at the particle implementation and a few
> > > questions popped up:
> > > The scene.bitmap approach is quite limiting, because it doesn't allow
> > > for different blend-modes or filters per Particle-System.
> > > Is there a reason that particles use another construct like
> > > "scene.bitmap" instead of "layer" or "canvas"? Couldn't this have been
> > > solved by setting the "layer" property on the Particles object and
> > > then render all particles belonging to that Particles Object on its
> > > layer? On the other hand: having a layer per Particle seems to be
> > > overkill though.
> > > Or at least a Bitmap per Particle-System (Particles.as)
> >
> > > Also: It would be really useful to have a "visible" property on
> > > particles. This can be implemented with only a few lines in
> > > Particle.as, here's a patch:
> > >http://bummzack.ch/misc/Particle-Visible.patch
> > > Maybe Renderer and Particle could be updated as well, so that they
> > > check the visible flag first before performing any action with the
> > > Particle. Just to save CPU time.
> >
> > > Thanks for your efforts
> > > Best regards - Roman
> >
> > > On Feb 1, 5:56 pm, banal <[email protected]> wrote:
> > > > Hi
> >
> > > > Thanks a lot for that hint. I have to check if I can make it work
> > > > without z-sorting/occlusion of particles.
> > > > The scene.bitmap approach doesn't have these issues.
> >
> > > > Maybe it's still worth it to investigate the problem when using the
> > > > "old-fashioned" particles.
> >
> > > > Cheers
> >
> > > > On Feb 1, 5:20 pm, katopz <[email protected]> wrote:
> >
> > > > > Hey guy
> >
> > > > > i just update particles today in branches, also add some bitmap
> > > renderer for
> > > > > particles
> > > > > here's some test for old draw style vs new bitmap render
> >
> > > > >http://away3d.googlecode.com/svn/branches/lite/bin/ExParticles.swf
> >
> > > > > i saw your code didn't use new approach like this
> >
> > > > >http://away3d.googlecode.com/svn/branches/lite/src/ExParticles.as
> >
> > > > > > scene.bitmap = new Bitmap(new BitmapData(stage.stageWidth,
> > > stage.stageHeight, true, 0x00000000));
> >
> > > > > > addChild(scene.bitmap);
> >
> > > > > > which mean you render with normal graphics.beginBitmapFill and
> > > drawRect
> >
> > > > > in the mean time you can try switch to scene.bitmap in case you
> didn't
> > > need
> > > > > sorting/scale for particle again other object3d
> > > > > you will gain extra 2x fps for this, and let see your issue solve
> or
> > > not
> >
> > > > > i'll take a look this issue again...ASAP, thanks for report
> >
> > > > > cheers
> >
> > > > > On 1 February 2010 22:37, banal <[email protected]> wrote:
> >
> > > > > > Hello List
> >
> > > > > > This is my first post, and I'd like to thank the developers for
> all
> > > > > > their efforts the put into this marvelous 3D-Engine.
> >
> > > > > > I'm currently using the latest SVN (rev. 2163) of Away3DLite for
> a
> > > > > > Game. It all runs well, I even got some spare cycles I'd like to
> use
> > > > > > for a particle system.
> >
> > > > > > Sadly, the particle system creates artifacts near the emitting
> point
> > > > > > of the particles. I put together an example class, that
> demonstrates
> > > > > > the phenomenon.
> > > > > > Here's a screenshot that shows the problem:
> > > > > >http://bummzack.ch/misc/artefacts.png
> >
> > > > > > Here's the compiled test-case:
> > > > > >http://bummzack.ch/misc/TestCase.swf
> >
> > > > > > And here's the full code listing:
> > > > > >http://pastie.org/804256
> >
> > > > > > I don't know if this even can be fixed by the Away3D devs.. I
> suppose
> > > > > > it's rather an issue with BitmapData.copyPixels() ?
> >
> > > > > > What do you guys think?
> >
> > > > > --
> > > > > katopzhttp://www.sleepydesign.com
> >
> > --
> > katopzhttp://www.sleepydesign.com
>



-- 
katopz
http://www.sleepydesign.com

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