You mean sophie3D and Noob3D made their own screen buffer and did vertices transformation/projection, triangle set up/rasterization/ clipping, and per pixel depth testing?
Away3D being a software engine as well, wouldn't the same pipeline be implemented, hence the addition of depth testing straight-forward? On Jan 6, 8:01 am, Bastian Schneider <[email protected]> wrote: > No it's not so easy. These two engines implements their own pixel > rasterizer, how this could work in away, no idea. In example, a screen > resolution by 800x600 means 480000 pixel has to be transformed, calculated, > framebuffer checked and perspective projected - every frame! That is a huge > amount of work > > For material support away is best, I do not know any other active engine > with more materials > > 2011/1/6 bo <[email protected]> > > > > > Thanks. Is Sophie3D the most advanced, especially it has a purchasable > > version? > > > Regardless, is zbuffer easy to implement in Away3D? > > > I am also interested in knowing the polygon roughly supportable to > > maintain a 20+ frame rate on say a 800x600 screen, among the engines. > > And which engine has better material support. > > > On Jan 6, 6:42 am, Bastian Schneider <[email protected]> > > wrote: > > > sophie3d includes an zbuffer and also the upcoming engine noob3d supports > > a > > > framebuffer > > > > 2011/1/6 bo <[email protected]> > > > > > Wondering why Away3D or any of the flash 3D engines don't support > > > > zbuffer. It may offer speed up for some scenes too. > > > > > In theory, the concept is relatively simple to implement, unless it > > > > doesn't play well with some Away3D or flash components?
