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	<title>Comments on: John Iacoviello - Papervision3D Optimization Tips</title>
	<atom:link href="http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/feed/" rel="self" type="application/rss+xml" />
	<link>http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/</link>
	<description>Design, Animation... Coffee Stains</description>
	<pubDate>Mon, 13 Oct 2008 05:26:01 +0000</pubDate>
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		<title>By: Adam</title>
		<link>http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-1494</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Tue, 23 Sep 2008 20:10:06 +0000</pubDate>
		<guid isPermaLink="false">http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-1494</guid>
		<description>back on this project after a few months off...john, a few posts above you told me how to target the movie clip that I'm using from the library as a plane material...however, the buttons don't seem to have any function within that movie and i don't get the hand cursor or anything indicating that it is even a button...any ideas?</description>
		<content:encoded><![CDATA[<p>back on this project after a few months off&#8230;john, a few posts above you told me how to target the movie clip that I&#8217;m using from the library as a plane material&#8230;however, the buttons don&#8217;t seem to have any function within that movie and i don&#8217;t get the hand cursor or anything indicating that it is even a button&#8230;any ideas?</p>
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		<title>By: John</title>
		<link>http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-1480</link>
		<dc:creator>John</dc:creator>
		<pubDate>Fri, 12 Sep 2008 01:50:38 +0000</pubDate>
		<guid isPermaLink="false">http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-1480</guid>
		<description>Hey How do you toggle between the smoothing so nicely?

When there is movement the smoothing seems like it's off then pops on.</description>
		<content:encoded><![CDATA[<p>Hey How do you toggle between the smoothing so nicely?</p>
<p>When there is movement the smoothing seems like it&#8217;s off then pops on.</p>
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		<title>By: felix</title>
		<link>http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-1477</link>
		<dc:creator>felix</dc:creator>
		<pubDate>Tue, 09 Sep 2008 08:26:44 +0000</pubDate>
		<guid isPermaLink="false">http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-1477</guid>
		<description>Thanks for the tips!
Has anyone gotten the screen property to function well in 2.0? I just get zero coordinates on x, y, and z always.

Another optimization that is as obvious as it is effective is to set stage.quality="LOW" . It dramatically increases performance.</description>
		<content:encoded><![CDATA[<p>Thanks for the tips!<br />
Has anyone gotten the screen property to function well in 2.0? I just get zero coordinates on x, y, and z always.</p>
<p>Another optimization that is as obvious as it is effective is to set stage.quality=&#8221;LOW&#8221; . It dramatically increases performance.</p>
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		<title>By: Travis Nelson</title>
		<link>http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-1109</link>
		<dc:creator>Travis Nelson</dc:creator>
		<pubDate>Sat, 23 Aug 2008 06:54:25 +0000</pubDate>
		<guid isPermaLink="false">http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-1109</guid>
		<description>@Ryan Wood

I ran into that same problem  Use the material.rect property to define the area of your moviecip/Sprite that you want used as a texture.  Then you can have a scrolling masked text.</description>
		<content:encoded><![CDATA[<p>@Ryan Wood</p>
<p>I ran into that same problem  Use the material.rect property to define the area of your moviecip/Sprite that you want used as a texture.  Then you can have a scrolling masked text.</p>
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		<title>By: Mario Figueiredo</title>
		<link>http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-740</link>
		<dc:creator>Mario Figueiredo</dc:creator>
		<pubDate>Sun, 27 Jul 2008 12:13:24 +0000</pubDate>
		<guid isPermaLink="false">http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-740</guid>
		<description>Hello John,

That's a most excellent display of Papervision3D. And it's all the more beautiful considering you shown how to use technology for the benefit of the user and not simply for the benefit of the programmer.

I would suggest however one thing. Instead of making those member functions public, I would perhaps think first in creating a new public method and call the private method from within. At the surface there may seem to not exist much of a difference, but you gain the ability to clearly label any user made changes to the class like for instance prepend "jiaco_" to the methods you create: This alone is, from where I stand, the biggest advantage. I like consistency and to have every monkey on it's branch :) But also you don't break the class encapsulation rules (you do in fact, but not directly. The class retains the rules, you are just circumventing them in order to handle a bug) and you don't risk potential problems with unintended polymorphism behavior that can at best originate a compile-time error (lack of the override keyword) and at worst silently bug the library.</description>
		<content:encoded><![CDATA[<p>Hello John,</p>
<p>That&#8217;s a most excellent display of Papervision3D. And it&#8217;s all the more beautiful considering you shown how to use technology for the benefit of the user and not simply for the benefit of the programmer.</p>
<p>I would suggest however one thing. Instead of making those member functions public, I would perhaps think first in creating a new public method and call the private method from within. At the surface there may seem to not exist much of a difference, but you gain the ability to clearly label any user made changes to the class like for instance prepend &#8220;jiaco_&#8221; to the methods you create: This alone is, from where I stand, the biggest advantage. I like consistency and to have every monkey on it&#8217;s branch <img src='http://interactivehug.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> But also you don&#8217;t break the class encapsulation rules (you do in fact, but not directly. The class retains the rules, you are just circumventing them in order to handle a bug) and you don&#8217;t risk potential problems with unintended polymorphism behavior that can at best originate a compile-time error (lack of the override keyword) and at worst silently bug the library.</p>
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		<title>By: Blackmeoo</title>
		<link>http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-736</link>
		<dc:creator>Blackmeoo</dc:creator>
		<pubDate>Sat, 26 Jul 2008 02:11:34 +0000</pubDate>
		<guid isPermaLink="false">http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-736</guid>
		<description>Dear john,i want to map material to a specified face of a DisplayObject3d,how..? can U show me the way ? Thanks a lot :)</description>
		<content:encoded><![CDATA[<p>Dear john,i want to map material to a specified face of a DisplayObject3d,how..? can U show me the way ? Thanks a lot <img src='http://interactivehug.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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		<title>By: Ryan Wood</title>
		<link>http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-724</link>
		<dc:creator>Ryan Wood</dc:creator>
		<pubDate>Mon, 21 Jul 2008 04:44:43 +0000</pubDate>
		<guid isPermaLink="false">http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-724</guid>
		<description>Wow John- I really enjoyed the site experience - I've forwarded the UFC site to just about everyone I know - with rave reviews.  Great work!

I'm Running into an issue with my PV3D app. in which I'm adding a interactivMovieMaterial Plane to a sphere 3d object (sphere.addChild(Plane)). The movie Material that I've added has a dynamic text field with a scroll bar that takes the height of the dynamic text flied and uses it for the scroll amount. The problem comes when I try to scroll - its as if the scroll bar moves the entire Plane - so instead of the text moving the mask inside the movie clip and or the Plane itself moves.

There was also a point in which it also stretched the movieclip as I scrolled until I used the autoResize = false function. now it stays the same size but wont sit still.

Have you or anyone else run into the same dilemma, working with nested 3dobjects with interactiveMovieMaterials attached to them, and if so how was it remedied?</description>
		<content:encoded><![CDATA[<p>Wow John- I really enjoyed the site experience - I&#8217;ve forwarded the UFC site to just about everyone I know - with rave reviews.  Great work!</p>
<p>I&#8217;m Running into an issue with my PV3D app. in which I&#8217;m adding a interactivMovieMaterial Plane to a sphere 3d object (sphere.addChild(Plane)). The movie Material that I&#8217;ve added has a dynamic text field with a scroll bar that takes the height of the dynamic text flied and uses it for the scroll amount. The problem comes when I try to scroll - its as if the scroll bar moves the entire Plane - so instead of the text moving the mask inside the movie clip and or the Plane itself moves.</p>
<p>There was also a point in which it also stretched the movieclip as I scrolled until I used the autoResize = false function. now it stays the same size but wont sit still.</p>
<p>Have you or anyone else run into the same dilemma, working with nested 3dobjects with interactiveMovieMaterials attached to them, and if so how was it remedied?</p>
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		<title>By: beherca</title>
		<link>http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-718</link>
		<dc:creator>beherca</dc:creator>
		<pubDate>Fri, 18 Jul 2008 03:24:08 +0000</pubDate>
		<guid isPermaLink="false">http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-718</guid>
		<description>it is a great post, of course the great website, I was inspired by your web site, thanks a lot, it give me a great help, I am now working on my pv3d website currently, and will post to here when it is completed.</description>
		<content:encoded><![CDATA[<p>it is a great post, of course the great website, I was inspired by your web site, thanks a lot, it give me a great help, I am now working on my pv3d website currently, and will post to here when it is completed.</p>
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		<title>By: Craig Harwood</title>
		<link>http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-689</link>
		<dc:creator>Craig Harwood</dc:creator>
		<pubDate>Mon, 07 Jul 2008 21:34:54 +0000</pubDate>
		<guid isPermaLink="false">http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-689</guid>
		<description>-- nevermind. i'm using version 2, which doesn't have destroy methods (apparently). In case it helps anyone else, if juggling a lot of interactive/animated clips, you may still need to dive in to materials and dispose of bitmaps manually</description>
		<content:encoded><![CDATA[<p>&#8211; nevermind. i&#8217;m using version 2, which doesn&#8217;t have destroy methods (apparently). In case it helps anyone else, if juggling a lot of interactive/animated clips, you may still need to dive in to materials and dispose of bitmaps manually</p>
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		<title>By: Craig Harwood</title>
		<link>http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-682</link>
		<dc:creator>Craig Harwood</dc:creator>
		<pubDate>Fri, 04 Jul 2008 22:22:03 +0000</pubDate>
		<guid isPermaLink="false">http://interactivehug.com/2008/04/21/john-iacoviello-papervision3d-optimization-tips/#comment-682</guid>
		<description>greetings john 

-- im encountering a serious memory leak when using pv3d (which i believe to be connected to a bad dispose implementation, as you described in your fifth point). 

i was wondering if you might be able to post your mod or point out the method+class that needs be hit to destroy a material effectively


Cheers,</description>
		<content:encoded><![CDATA[<p>greetings john </p>
<p>&#8211; im encountering a serious memory leak when using pv3d (which i believe to be connected to a bad dispose implementation, as you described in your fifth point). </p>
<p>i was wondering if you might be able to post your mod or point out the method+class that needs be hit to destroy a material effectively</p>
<p>Cheers,</p>
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