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	<title>Comments on: Status update on Wick3d</title>
	<atom:link href="http://www.derschmale.com/2008/11/07/status-update-on-wick3d/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.derschmale.com/2008/11/07/status-update-on-wick3d/</link>
	<description>Flash Platform Experiments</description>
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		<title>By: David</title>
		<link>http://www.derschmale.com/2008/11/07/status-update-on-wick3d/comment-page-1/#comment-278</link>
		<dc:creator>David</dc:creator>
		<pubDate>Mon, 08 Dec 2008 09:55:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=29#comment-278</guid>
		<description>Hi Makc,

Yeah, as far as I know, using it in conjunction with uv-coords, it&#039;d actually be a bit slower. The up-side is, however, that you don&#039;t have to subdivide the triangles to make up for linear texture mapping, which makes everything before rasterization faster (and you definately don&#039;t need to use rather slow realtime perspective-corrected subdivision). Another speed-up posibility is the fact that - similar to OpenGL - you can use it to draw triangle strips rather than seperate triangles. The problem with this is how to recognize triangle strips, because after z-sorting (which is still necessary since we don&#039;t have a z-buffer) triangles leave the pipeline in quite an arbitrary position... A lot of food for thought on my end ;)

I&#039;ve been quite busy the past few weeks, but since this last post I&#039;ve had some time to work on some things (some issues that I deemed trivial became major), and I&#039;ve been able to do quite a bit in a relatively short time. However, after that I became swamped with work, haven&#039;t been able to do squat, and this past week I decided I needed to relax in my free time (and beat Gears of War 2) :D I&#039;ll be back at it soon tho! (if now I can resist Fable 2...)</description>
		<content:encoded><![CDATA[<p>Hi Makc,</p>
<p>Yeah, as far as I know, using it in conjunction with uv-coords, it&#8217;d actually be a bit slower. The up-side is, however, that you don&#8217;t have to subdivide the triangles to make up for linear texture mapping, which makes everything before rasterization faster (and you definately don&#8217;t need to use rather slow realtime perspective-corrected subdivision). Another speed-up posibility is the fact that &#8211; similar to OpenGL &#8211; you can use it to draw triangle strips rather than seperate triangles. The problem with this is how to recognize triangle strips, because after z-sorting (which is still necessary since we don&#8217;t have a z-buffer) triangles leave the pipeline in quite an arbitrary position&#8230; A lot of food for thought on my end <img src='http://www.derschmale.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>I&#8217;ve been quite busy the past few weeks, but since this last post I&#8217;ve had some time to work on some things (some issues that I deemed trivial became major), and I&#8217;ve been able to do quite a bit in a relatively short time. However, after that I became swamped with work, haven&#8217;t been able to do squat, and this past week I decided I needed to relax in my free time (and beat Gears of War 2) <img src='http://www.derschmale.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  I&#8217;ll be back at it soon tho! (if now I can resist Fable 2&#8230;)</p>
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	<item>
		<title>By: makc</title>
		<link>http://www.derschmale.com/2008/11/07/status-update-on-wick3d/comment-page-1/#comment-277</link>
		<dc:creator>makc</dc:creator>
		<pubDate>Mon, 08 Dec 2008 08:03:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=29#comment-277</guid>
		<description>The power of drawTriangles was shown to be 0. People were having same performance as with good old moveTo/lineTo-s. There is a couple of threads at Adobe forums about it, or just ask papervision guys.</description>
		<content:encoded><![CDATA[<p>The power of drawTriangles was shown to be 0. People were having same performance as with good old moveTo/lineTo-s. There is a couple of threads at Adobe forums about it, or just ask papervision guys.</p>
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	<item>
		<title>By: David</title>
		<link>http://www.derschmale.com/2008/11/07/status-update-on-wick3d/comment-page-1/#comment-275</link>
		<dc:creator>David</dc:creator>
		<pubDate>Mon, 24 Nov 2008 00:45:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=29#comment-275</guid>
		<description>Haha, long time, Murten ;)</description>
		<content:encoded><![CDATA[<p>Haha, long time, Murten <img src='http://www.derschmale.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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	<item>
		<title>By: Murten</title>
		<link>http://www.derschmale.com/2008/11/07/status-update-on-wick3d/comment-page-1/#comment-274</link>
		<dc:creator>Murten</dc:creator>
		<pubDate>Sun, 23 Nov 2008 23:01:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=29#comment-274</guid>
		<description>Now you&#039;re busted, mister! &#039;Part of your world&#039; is a song from the little mermaid. I always knew you had the hots for Ariel.</description>
		<content:encoded><![CDATA[<p>Now you&#8217;re busted, mister! &#8216;Part of your world&#8217; is a song from the little mermaid. I always knew you had the hots for Ariel.</p>
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	<item>
		<title>By: David</title>
		<link>http://www.derschmale.com/2008/11/07/status-update-on-wick3d/comment-page-1/#comment-191</link>
		<dc:creator>David</dc:creator>
		<pubDate>Fri, 07 Nov 2008 23:07:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=29#comment-191</guid>
		<description>@Foreground: There were a couple of reasons for that, actually, and most of them stemmed from the fact that I wasn&#039;t really satisfied with how the flow went in the previous version. If you&#039;ve seen it, it meant passing your bsp tree into the BSPRenderPipeline constructor, which didn&#039;t make much sense as it&#039;s not really linked to the pipeline as much as it is to the World3D - especially when combining it with moving objects. Since the BSP tree is useful for architectural things and static surroundings, it could be considered that it actually IS the world in which you&#039;ll be placing dynamic objects. This way just made complete sense to me, while the previous method didn&#039;t ;) Another reason was that I didn&#039;t want to force people to have to create a BSPTree object since it&#039;s more of a core scene graph. So you&#039;d only pass a HierarchicObject3D/Model3D and the rest would be taken care of. Again it made more sense to use a World. So basically, it boils down to consistency: all 3D objects to be rendered should always be part of the World ;)</description>
		<content:encoded><![CDATA[<p>@Foreground: There were a couple of reasons for that, actually, and most of them stemmed from the fact that I wasn&#8217;t really satisfied with how the flow went in the previous version. If you&#8217;ve seen it, it meant passing your bsp tree into the BSPRenderPipeline constructor, which didn&#8217;t make much sense as it&#8217;s not really linked to the pipeline as much as it is to the World3D &#8211; especially when combining it with moving objects. Since the BSP tree is useful for architectural things and static surroundings, it could be considered that it actually IS the world in which you&#8217;ll be placing dynamic objects. This way just made complete sense to me, while the previous method didn&#8217;t <img src='http://www.derschmale.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  Another reason was that I didn&#8217;t want to force people to have to create a BSPTree object since it&#8217;s more of a core scene graph. So you&#8217;d only pass a HierarchicObject3D/Model3D and the rest would be taken care of. Again it made more sense to use a World. So basically, it boils down to consistency: all 3D objects to be rendered should always be part of the World <img src='http://www.derschmale.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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	<item>
		<title>By: foreground</title>
		<link>http://www.derschmale.com/2008/11/07/status-update-on-wick3d/comment-page-1/#comment-190</link>
		<dc:creator>foreground</dc:creator>
		<pubDate>Fri, 07 Nov 2008 22:40:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=29#comment-190</guid>
		<description>You have the maniacal perfomance to do changes :))!! Why you have decide to &quot;Create a BSPWorld3D instead of a World3D&quot;? For optimizing or differentiation of scenes?</description>
		<content:encoded><![CDATA[<p>You have the maniacal perfomance to do changes <img src='http://www.derschmale.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> )!! Why you have decide to &#8220;Create a BSPWorld3D instead of a World3D&#8221;? For optimizing or differentiation of scenes?</p>
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	<item>
		<title>By: katopz</title>
		<link>http://www.derschmale.com/2008/11/07/status-update-on-wick3d/comment-page-1/#comment-181</link>
		<dc:creator>katopz</dc:creator>
		<pubDate>Fri, 07 Nov 2008 06:03:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=29#comment-181</guid>
		<description>thumb up! cheers David! ;)</description>
		<content:encoded><![CDATA[<p>thumb up! cheers David! <img src='http://www.derschmale.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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