125000 Triangles & Still Smooth

A few months ago I played with an idea of creating 3D illusion from an image and its depth map. First versions were based on displacement maps (custom implementation in pixel bender) and later I used common 3D engines to transform image into a 3D model. With software rendering I hit fps limit somewhere around 10000 triangles, what is like 70×70 segments per plane. Now if your source image is something like 700×700 pixles, the fragmentation is 10px per segment, that is not enough details for me :-) .

Luckily, Adobe introduced Molehill a GPU-accelerated 3D API and I was curious about where the limits of this are. While Away3D already released its molehill version, I have transformed existing 3ddm Away3D version what literally was just like 10 lines of code.

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Quick Tip: Constructor Of Property With Namespace

Some of you may not like the solution (including me) but sometimes you need a little hack to make things work for you. In my case I required a constructor of property declared under custom namespace but not defined (null). Normally, you would go for describeType(), but guess what, yeah it just does not describes properties with namespace other than public. While there was nothing better in my mind than passing some unexpected value and expect what happend I decided to go for it. Luckily an exception was thrown with correct constructor name.

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