Monday 7 July 2008

Improving Z depth rendering in Away3D

Away3D seems to use a mean Z-position algorithm for sorting Z-depth when rendering. i.e. It calculates the mean Z of the vertices in each triangle and uses that value to determine the Z depth of the triangle when rendering. To improve the accuracy of the rendering, increases the number of triangles in the object (at the cost of render speed).


i.e. For a plane use

myPlane.segmentsH = x;
myPlane.segmentsW = x;


where x is greater than 1 (the default).

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