I am really sorry, but I am still unclear what would you like to
do :).

Would you like to render one mesh with dynamic triangle clipping (like
when object intersect triangles gets clipped to prevent poping) and
other stuff in scene should be rendered with only z-sort?

If that is a case it sounds quite nasty :). Render scene in two scenes
could work, but you would also need to render somekind of mask to
place your mesh back to scene in post processing. So this would be
something like pass rendering and I am not sure would this be any
faster (pretty sure than it's not :( ), but food for new ideas if
nothing else. This also assume that mesh with dynamic triangle
clipping never intersect with other scene objects.

MeshA = Dynamic triangle clipping mesh

Idea 1:
1. Render meshA in it's own scene with lighting if needed.
2. Render other stuff in their own scene without meshA with lighting
if needed.
3. Render everything in third scene, but without any lights and
everything else expect meshA should be black and meshA should be
white.
4. Combine scene 1 and 2 with black&white maske you rendered from
scene 3. (Maybe there is inbuilt feature in Flash what combine images
with mask image. Otherwise this will defenedly kill you performance
since Flash is dead slow to draw pixels. Maybe possible to get some
strength if this could be done via PixelBlender.)

idea 2:
1. Render meshA in it's own scene with lighting if needed.
2. Render other stuff in their own scene with plane mapped with image
rendered from scene 1.


On 20 joulu, 13:27, vkt <[email protected]> wrote:
> no,all the mesh need to z sort ,if use difference view,the z-order was
> wrong!
> On 12月20日, 下午5时56分, Darcey Lloyd <[email protected]> wrote:
>
> > 2 scenes, 2 cameras, 2 views - 1 rendered only once and the other with your
> > mesh.
>
> > or
>
> > 1 scene, 2 cameras, 2 views - 1 view rendered only once and the other with
> > your mesh but no where near the x,y,z of the rest of the stuff and looking
> > away.
>
> > On 20 December 2010 09:18, vkt <[email protected]> wrote:
>
> > > thank you for your reply,but I can't hide other mesh in scene when
> > > it's be show.  :)
>
> > > xcx wrote:
> > > > Not sure that I understand your question, but seems to me that you
> > > > would like to render only one specific mesh from scene.
>
> > > > If that is a case you can hide all other mehses. Like let's say that
> > > > you know name of your mesh what you would like to render.
>
> > > > You could try something like this.
> > > > [code]
> > > > private function hideAllOthers(obj:ObjectContainer3D,
> > > > strName:String):Object3D
> > > > {
> > > >       for each(o:Object3D in obj.children)
> > > >       {
> > > >               if (obj is ObjectContainer3D)
> > > >                       hideAllOthers(obj, strName)
> > > >               else
> > > >               {
> > > >                       if (obj.name == strName)
> > > >                               obj.visible = true;
> > > >                       else
> > > >                               obj.visible = false;
> > > >               }
> > > >       }
> > > > }
> > > > [/code]
>
> > > > I don't have possiblity to test this code right now. So there might be
> > > > a bug or two :).
>
> > > > On 20 joulu, 09:46, vkt <[email protected]> wrote:
> > > > > is there possibe to render the mesh which I only want to render
> > > > > instead of whole scene?
> > > > > because I use z-order render type,if I use view.render. it's spend
> > > > > lots of time.

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