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	<title>Comments on: More on Flash 10 3D</title>
	<atom:link href="http://www.bit-101.com/blog/?feed=rss2&#038;p=1682" rel="self" type="application/rss+xml" />
	<link>http://www.bit-101.com/blog/?p=1682</link>
	<description>Bill Gates Touched My Mac Book Pro</description>
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		<title>By: Ain</title>
		<link>http://www.bit-101.com/blog/?p=1682#comment-10118</link>
		<dc:creator>Ain</dc:creator>
		<pubDate>Thu, 10 Dec 2009 23:33:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.bit-101.com/blog/?p=1682#comment-10118</guid>
		<description>A question: how do you get the perspective 3D width of a DisplayObject in AS3? The very property that&#039;s greyed out in Flash IDE.</description>
		<content:encoded><![CDATA[<p>A question: how do you get the perspective 3D width of a DisplayObject in AS3? The very property that&#8217;s greyed out in Flash IDE.</p>
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		<title>By: Carl Looper</title>
		<link>http://www.bit-101.com/blog/?p=1682#comment-10117</link>
		<dc:creator>Carl Looper</dc:creator>
		<pubDate>Fri, 31 Jul 2009 09:15:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.bit-101.com/blog/?p=1682#comment-10117</guid>
		<description>Yes, Emanuele Cipollini&#039;s implication is that the AS3 is responsible for the 3D - rather than the native code. He says: &quot;This code (AS3) is responsible for the pseudo 3D rendering using same old tricks used by earlier 3D renderers&quot;. Clearly this is not the case. Native code (not AS3) is performing the required operations. The AS3 acts only to supply parameters to the native code (whether auto-generated from Flash or handcoded in AS3).</description>
		<content:encoded><![CDATA[<p>Yes, Emanuele Cipollini&#8217;s implication is that the AS3 is responsible for the 3D &#8211; rather than the native code. He says: &#8220;This code (AS3) is responsible for the pseudo 3D rendering using same old tricks used by earlier 3D renderers&#8221;. Clearly this is not the case. Native code (not AS3) is performing the required operations. The AS3 acts only to supply parameters to the native code (whether auto-generated from Flash or handcoded in AS3).</p>
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		<title>By: chris nuuja</title>
		<link>http://www.bit-101.com/blog/?p=1682#comment-10116</link>
		<dc:creator>chris nuuja</dc:creator>
		<pubDate>Tue, 21 Jul 2009 20:19:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.bit-101.com/blog/?p=1682#comment-10116</guid>
		<description>The perspective projection and the perspective correct fill (including the divide by z per pixel) is performed in highly optimized native code, not by AS3.   The same is true for all Matrix3D and Utils3D operations.

When you author a movie using the 3D UI in Flash Authoring, actionscript is inserted into your movie to set the Matrix3D of each of your 3d MovieClips on each frame.  That is the 13k mr Cipolloni is referring to.  This code is only necessary for 3d animation created via the Flash Authoring UI.</description>
		<content:encoded><![CDATA[<p>The perspective projection and the perspective correct fill (including the divide by z per pixel) is performed in highly optimized native code, not by AS3.   The same is true for all Matrix3D and Utils3D operations.</p>
<p>When you author a movie using the 3D UI in Flash Authoring, actionscript is inserted into your movie to set the Matrix3D of each of your 3d MovieClips on each frame.  That is the 13k mr Cipolloni is referring to.  This code is only necessary for 3d animation created via the Flash Authoring UI.</p>
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		<title>By: Carl Looper</title>
		<link>http://www.bit-101.com/blog/?p=1682#comment-10115</link>
		<dc:creator>Carl Looper</dc:creator>
		<pubDate>Sun, 22 Feb 2009 23:14:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.bit-101.com/blog/?p=1682#comment-10115</guid>
		<description>Emanuele Cipolloni said &quot;The reality is that there very little 3D code inside the player, at least native code. Whenever you export a movie that uses the new â€œ3Dâ€ features, youâ€™ll notice that about 13KB of AS3 code is attached to it.&quot;

Is that true? Surely there must be some sort of native execution of the division by z. I can&#039;t see how one could do pixel-perfect-perspective-correct texture mapping, at the rates FP10 achieves, without such. I clocked drawTriangles() drawing 1600 texture mapped triangles, within a 400 x 400 window, being rendered at 20 fps. Can that be done in AS3 outside of the Flash10 3D API?</description>
		<content:encoded><![CDATA[<p>Emanuele Cipolloni said &#8220;The reality is that there very little 3D code inside the player, at least native code. Whenever you export a movie that uses the new â€œ3Dâ€ features, youâ€™ll notice that about 13KB of AS3 code is attached to it.&#8221;</p>
<p>Is that true? Surely there must be some sort of native execution of the division by z. I can&#8217;t see how one could do pixel-perfect-perspective-correct texture mapping, at the rates FP10 achieves, without such. I clocked drawTriangles() drawing 1600 texture mapped triangles, within a 400 x 400 window, being rendered at 20 fps. Can that be done in AS3 outside of the Flash10 3D API?</p>
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		<title>By: cnuuja</title>
		<link>http://www.bit-101.com/blog/?p=1682#comment-10114</link>
		<dc:creator>cnuuja</dc:creator>
		<pubDate>Tue, 25 Nov 2008 23:05:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.bit-101.com/blog/?p=1682#comment-10114</guid>
		<description>See my comment on the previous post &quot;flash 3d vs the old way&quot;.

Regarding Ypmits question about the width/height:  The same problem occurs in 2d.  width/height have an unfortunate historical definition of being the width and height of the bounding box in parent relative coordinates, not local-to-the-displayObject coordinates.  That means they change as you rotate.   Try the same code in 2d with a rectangle.  As you increment the .rotation, the width and height will change.   In your case, you are getting the screen dimensions of the rect on stage where your circle is drawing.  Silly, but the 3d definition has to work the same as the 2d definition has always worked.   If you want the local space dimensions, use getRect()/getBounds() relative to yourself.</description>
		<content:encoded><![CDATA[<p>See my comment on the previous post &#8220;flash 3d vs the old way&#8221;.</p>
<p>Regarding Ypmits question about the width/height:  The same problem occurs in 2d.  width/height have an unfortunate historical definition of being the width and height of the bounding box in parent relative coordinates, not local-to-the-displayObject coordinates.  That means they change as you rotate.   Try the same code in 2d with a rectangle.  As you increment the .rotation, the width and height will change.   In your case, you are getting the screen dimensions of the rect on stage where your circle is drawing.  Silly, but the 3d definition has to work the same as the 2d definition has always worked.   If you want the local space dimensions, use getRect()/getBounds() relative to yourself.</p>
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		<title>By: eme</title>
		<link>http://www.bit-101.com/blog/?p=1682#comment-10113</link>
		<dc:creator>eme</dc:creator>
		<pubDate>Mon, 17 Nov 2008 16:12:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.bit-101.com/blog/?p=1682#comment-10113</guid>
		<description>have you seen the forthcoming books list at friendsofed&#039;s home site?!!!</description>
		<content:encoded><![CDATA[<p>have you seen the forthcoming books list at friendsofed&#8217;s home site?!!!</p>
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		<title>By: localToGlobal &#187; Blog Archive &#187; news review -&#62; 46th week of 2008</title>
		<link>http://www.bit-101.com/blog/?p=1682#comment-10112</link>
		<dc:creator>localToGlobal &#187; Blog Archive &#187; news review -&#62; 46th week of 2008</dc:creator>
		<pubDate>Sun, 16 Nov 2008 18:56:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.bit-101.com/blog/?p=1682#comment-10112</guid>
		<description>[...] &gt; More on Flash 10 3D &#124; BIT-101 Blog [...]</description>
		<content:encoded><![CDATA[<p>[...] &gt; More on Flash 10 3D | BIT-101 Blog [...]</p>
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		<title>By: tbm</title>
		<link>http://www.bit-101.com/blog/?p=1682#comment-10111</link>
		<dc:creator>tbm</dc:creator>
		<pubDate>Thu, 13 Nov 2008 18:55:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.bit-101.com/blog/?p=1682#comment-10111</guid>
		<description>I guess the problem is our eyes above everything cos when we look at real world stuff we have 2 eyes to give us sense of 3d environment. especially if we tilt our heads or pan to see things differently at different angles and stuff. like closing one eye at time when looking at your finger. if you then open both, you see our brain is rendering a 3d version of the world from 2 different 2d views.

to get this right you would have to output 2 images possibly that were angled for each eye and there relative  position to screen or object whatever... probably tough on current screen technology. are 3d objects in flash being rendered through multiple viewports to imitate this? if thats even possible.</description>
		<content:encoded><![CDATA[<p>I guess the problem is our eyes above everything cos when we look at real world stuff we have 2 eyes to give us sense of 3d environment. especially if we tilt our heads or pan to see things differently at different angles and stuff. like closing one eye at time when looking at your finger. if you then open both, you see our brain is rendering a 3d version of the world from 2 different 2d views.</p>
<p>to get this right you would have to output 2 images possibly that were angled for each eye and there relative  position to screen or object whatever&#8230; probably tough on current screen technology. are 3d objects in flash being rendered through multiple viewports to imitate this? if thats even possible.</p>
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	<item>
		<title>By: kp</title>
		<link>http://www.bit-101.com/blog/?p=1682#comment-10110</link>
		<dc:creator>kp</dc:creator>
		<pubDate>Mon, 10 Nov 2008 17:21:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.bit-101.com/blog/?p=1682#comment-10110</guid>
		<description>see: http://www.bit-101.com/blog/?p=1686</description>
		<content:encoded><![CDATA[<p>see: <a href="http://www.bit-101.com/blog/?p=1686" rel="nofollow">http://www.bit-101.com/blog/?p=1686</a></p>
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		<title>By: Leandro Ferreira</title>
		<link>http://www.bit-101.com/blog/?p=1682#comment-10109</link>
		<dc:creator>Leandro Ferreira</dc:creator>
		<pubDate>Mon, 10 Nov 2008 17:17:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.bit-101.com/blog/?p=1682#comment-10109</guid>
		<description>My guess is that it works just like zeh said: it generates the Bitmap and only then they get transformed in the 3D space... Maybe if the transform was kept on the virtual space and then rendered as a 3D view we could get a nicer, cleaner result.
Besides that, I do think that the altialias method should be interchangeable via code, focusing on performance or final results. Anyway, the antialias really sucks on these examples!</description>
		<content:encoded><![CDATA[<p>My guess is that it works just like zeh said: it generates the Bitmap and only then they get transformed in the 3D space&#8230; Maybe if the transform was kept on the virtual space and then rendered as a 3D view we could get a nicer, cleaner result.<br />
Besides that, I do think that the altialias method should be interchangeable via code, focusing on performance or final results. Anyway, the antialias really sucks on these examples!</p>
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