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	<title>Comments on: FlashPlayer 10 Collada Parser</title>
	<atom:link href="http://www.neuroproductions.be/experiments/flashplayer-10-collada-parser/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.neuroproductions.be/experiments/flashplayer-10-collada-parser/</link>
	<description>Flash ActionScript Freelancer</description>
	<lastBuildDate>Wed, 25 Aug 2010 18:30:14 +0000</lastBuildDate>
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		<title>By: kris</title>
		<link>http://www.neuroproductions.be/experiments/flashplayer-10-collada-parser/comment-page-1/#comment-82</link>
		<dc:creator>kris</dc:creator>
		<pubDate>Sat, 30 Jan 2010 08:31:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.neuroproductions.be/?p=48#comment-82</guid>
		<description>I know it was not the best way to do it. I was still learning these things ;)
I have have an improved version here: http://www.neuroproductions.be/experiments/3d-normal-mapping-pixelbender/

But if you really want to see how a to render it fast, you should check out the Away3D FP10 lite source code.

So don&#039;t use my source code to learn things. Its just a snapshot in my personal exploration of 3D in Flash.</description>
		<content:encoded><![CDATA[<p>I know it was not the best way to do it. I was still learning these things <img src='http://www.neuroproductions.be/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
I have have an improved version here: <a href="http://www.neuroproductions.be/experiments/3d-normal-mapping-pixelbender/" rel="nofollow">http://www.neuroproductions.be/experiments/3d-normal-mapping-pixelbender/</a></p>
<p>But if you really want to see how a to render it fast, you should check out the Away3D FP10 lite source code.</p>
<p>So don&#8217;t use my source code to learn things. Its just a snapshot in my personal exploration of 3D in Flash.</p>
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	<item>
		<title>By: stephan83</title>
		<link>http://www.neuroproductions.be/experiments/flashplayer-10-collada-parser/comment-page-1/#comment-81</link>
		<dc:creator>stephan83</dc:creator>
		<pubDate>Sat, 30 Jan 2010 02:47:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.neuroproductions.be/?p=48#comment-81</guid>
		<description>&quot;The drawTriangles method uses the same indices for the uv mapping and the vertices. In the collada they are separated (witch makes actually more sense)&quot;

I ran into the same problem. I fixed it by re-indexing the uvs. I created a new vector for the uv[t]s the same length as the vertex vector, looped though the vertex indices and filled the uv vector so that they match the indices. It&#039;s not too hard since you can figure out the uv of a vertex from the Collada data.

But one bitmap per drawTriangles call is a pain. Instead of having a single indice vector for the whole mesh, I compute one for every texture.

For z-sorting I used the t values generated by projectVectors (on an unrelated note I finally figured out how the flash projection matrix works, and it has nothing in common with transform matrices, but now I can finally do off-center projections). Depending on the scene, I either sort the triangles per mesh or for the entire scene, which is slow because then I have to divide a mesh when part of it is behind another object and part of it is in front... But it works. Well up to triangle level, which still produces a lot of artifacts in some situations.

Nice blog by the way.</description>
		<content:encoded><![CDATA[<p>&#8220;The drawTriangles method uses the same indices for the uv mapping and the vertices. In the collada they are separated (witch makes actually more sense)&#8221;</p>
<p>I ran into the same problem. I fixed it by re-indexing the uvs. I created a new vector for the uv[t]s the same length as the vertex vector, looped though the vertex indices and filled the uv vector so that they match the indices. It&#8217;s not too hard since you can figure out the uv of a vertex from the Collada data.</p>
<p>But one bitmap per drawTriangles call is a pain. Instead of having a single indice vector for the whole mesh, I compute one for every texture.</p>
<p>For z-sorting I used the t values generated by projectVectors (on an unrelated note I finally figured out how the flash projection matrix works, and it has nothing in common with transform matrices, but now I can finally do off-center projections). Depending on the scene, I either sort the triangles per mesh or for the entire scene, which is slow because then I have to divide a mesh when part of it is behind another object and part of it is in front&#8230; But it works. Well up to triangle level, which still produces a lot of artifacts in some situations.</p>
<p>Nice blog by the way.</p>
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	<item>
		<title>By: Limeflash</title>
		<link>http://www.neuroproductions.be/experiments/flashplayer-10-collada-parser/comment-page-1/#comment-80</link>
		<dc:creator>Limeflash</dc:creator>
		<pubDate>Tue, 01 Dec 2009 20:16:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.neuroproductions.be/?p=48#comment-80</guid>
		<description>Hey, it&#039;s wrong:
&gt; - Drawtriangles doesn’t do z-sorting.

Drawtriangles can be sorted :)
.. i have working example.</description>
		<content:encoded><![CDATA[<p>Hey, it&#8217;s wrong:<br />
&gt; &#8211; Drawtriangles doesn’t do z-sorting.</p>
<p>Drawtriangles can be sorted <img src='http://www.neuroproductions.be/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
.. i have working example.</p>
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	</item>
	<item>
		<title>By: 3D Fur Renderer &#124; Neuro Productions</title>
		<link>http://www.neuroproductions.be/experiments/flashplayer-10-collada-parser/comment-page-1/#comment-79</link>
		<dc:creator>3D Fur Renderer &#124; Neuro Productions</dc:creator>
		<pubDate>Mon, 08 Jun 2009 11:02:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.neuroproductions.be/?p=48#comment-79</guid>
		<description>[...] But when I saw all those normals on my test triangles, they reminded me of hair. So I combined my Collada Parser with my new knowledge, and created a fur renderer in [...]</description>
		<content:encoded><![CDATA[<p>[...] But when I saw all those normals on my test triangles, they reminded me of hair. So I combined my Collada Parser with my new knowledge, and created a fur renderer in [...]</p>
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	<item>
		<title>By: Pradeek</title>
		<link>http://www.neuroproductions.be/experiments/flashplayer-10-collada-parser/comment-page-1/#comment-78</link>
		<dc:creator>Pradeek</dc:creator>
		<pubDate>Sun, 07 Jun 2009 16:44:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.neuroproductions.be/?p=48#comment-78</guid>
		<description>Yeah, I tried using the FP10 Matrix3D class methods for it but I can&#039;t find a proper documentation for the collada format. The COLLADA specs at http://www.khronos.org/files/collada_spec_1_5.pdf seem to be broken. I seem to be implementing it wrongly, especially the rotation node.</description>
		<content:encoded><![CDATA[<p>Yeah, I tried using the FP10 Matrix3D class methods for it but I can&#8217;t find a proper documentation for the collada format. The COLLADA specs at <a href="http://www.khronos.org/files/collada_spec_1_5.pdf" rel="nofollow">http://www.khronos.org/files/collada_spec_1_5.pdf</a> seem to be broken. I seem to be implementing it wrongly, especially the rotation node.</p>
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	<item>
		<title>By: Kris</title>
		<link>http://www.neuroproductions.be/experiments/flashplayer-10-collada-parser/comment-page-1/#comment-77</link>
		<dc:creator>Kris</dc:creator>
		<pubDate>Sun, 07 Jun 2009 12:48:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.neuroproductions.be/?p=48#comment-77</guid>
		<description>I just ignored these nodes in my implementation, but I know that they are important for some models. I assume you have to use the matrices in the nodes to transform and position the objects?</description>
		<content:encoded><![CDATA[<p>I just ignored these nodes in my implementation, but I know that they are important for some models. I assume you have to use the matrices in the nodes to transform and position the objects?</p>
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	<item>
		<title>By: Pradeek</title>
		<link>http://www.neuroproductions.be/experiments/flashplayer-10-collada-parser/comment-page-1/#comment-76</link>
		<dc:creator>Pradeek</dc:creator>
		<pubDate>Sun, 07 Jun 2009 10:16:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.neuroproductions.be/?p=48#comment-76</guid>
		<description>Hi, I&#039;m working on something similar myself. I&#039;ve done support for multiple meshes as well but still having trouble applying the transformations from the Collada file. Maybe you could point me as to how to use the data in the visual_scene node.</description>
		<content:encoded><![CDATA[<p>Hi, I&#8217;m working on something similar myself. I&#8217;ve done support for multiple meshes as well but still having trouble applying the transformations from the Collada file. Maybe you could point me as to how to use the data in the visual_scene node.</p>
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