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Medion webforumsuser@macromedia.com #1
Re:animated texture problem
Textures aren't uploaded into the video RAM until they appear on the screen for the first time. This saves VRAM, but can cause skips when a big new texture suddenly is brought into view for the first time.
To avoid it, create a add a small "texture loading" procedure before everything else in the 3D sprite. It's quite easy:
During the beginsprite handler, create a dummy model (a plane, or a sphere), and place it into view (assign the camera's position and rotation to it, then translate it along the Z axis a bit, so you can view it through the camera).
Now hide all models but that one. How? Simple:
sprite(1).camera.rootNode = sprite(1).member.model("dummy texture loader")
The rootNode command set the basic hierarchy shown by the camera. So, only the dummy model and it's children will be rendered.
Assign a new shader to the dummy model, and set it's blend to 0. Now, cycle it's texture through all avaliable textures in your scene, one per frame, and add a display a nice "PRECACHING" message as an overlay during the process. After it displays all textures, you can delete that model, set the camera.rootNode to member.group[1], to make the scene visible again, and allow the rest of your code to run.
Medion webforumsuser@macromedia.com Guest
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Yann #2
Re: Re:animated texture problem
Thx a lot Medion
yann
"Medion" <webforumsuser@macromedia.com> wrote in message
news:bef4ud$2sl$1@forums.macromedia.com...screen for the first time. This saves VRAM, but can cause skips when a big> Textures aren't uploaded into the video RAM until they appear on the
new texture suddenly is brought into view for the first time.everything else in the 3D sprite. It's quite easy:>
> To avoid it, create a add a small "texture loading" procedure beforesphere), and place it into view (assign the camera's position and rotation>
> During the beginsprite handler, create a dummy model (a plane, or a
to it, then translate it along the Z axis a bit, so you can view it through
the camera).the dummy model and it's children will be rendered.>
> Now hide all models but that one. How? Simple:
>
> sprite(1).camera.rootNode = sprite(1).member.model("dummy texture loader")
>
> The rootNode command set the basic hierarchy shown by the camera. So, onlycycle it's texture through all avaliable textures in your scene, one per>
> Assign a new shader to the dummy model, and set it's blend to 0. Now,
frame, and add a display a nice "PRECACHING" message as an overlay during
the process. After it displays all textures, you can delete that model, set
the camera.rootNode to member.group[1], to make the scene visible again, and
allow the rest of your code to run.>
>
Yann Guest



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