Comments on: elevator pitch bloopers http://en.nicoptere.net/?p=1017 giving something back to the Flash community Sun, 08 Feb 2015 13:47:19 +0000 hourly 1 http://wordpress.org/?v=3.8.1 By: Dave Stewart http://en.nicoptere.net/?p=1017&cpage=1#comment-3598 Tue, 12 Oct 2010 14:09:14 +0000 http://en.nicoptere.net/?p=1017#comment-3598 Dude, gutted for you that you didn’t make the cut this time round. I feel it’s certainly not the last the world will see of Nicolas though!

What’s the next plan on the agenda?

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By: Dave Stewart http://en.nicoptere.net/?p=1017&cpage=1#comment-3574 Thu, 07 Oct 2010 10:18:39 +0000 http://en.nicoptere.net/?p=1017#comment-3574 Very interesting stuff indeed. Nice work Nicolas!

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By: nicoptere http://en.nicoptere.net/?p=1017&cpage=1#comment-3564 Wed, 06 Oct 2010 14:16:23 +0000 http://en.nicoptere.net/?p=1017#comment-3564 @lawrie
not sure it was, precisely why I’m being so pushy to collect votes.
anyway, thank you ^^

@dave (thanks mate!)
as the coordinates are mapped on a 0-0xFF scale, precision is 1/#FF. the same applies to the UVS ; this can lead to real ugly results (trust me)

the good thing is that we can store each vertex over X pixels. with 1pixels per channel (x, y, z), precision is leveraged to 1/#FFFFFF and if need be, we could use 2, 3 or X pixels per channel. the same goes for the UVS :)

about the scale now ( dirty little secret ) as you pointed out, we need to store extra info and in my examples, I was only playing with somewhat cubic or spherical meshes. it’s only this morning, using real objects, that I noticed that scales were fucked as the ‘header’ of the texture would contain only infos about the bounding box and the pixel count.
it’s not much to implement though :)

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By: Seraf_NSS http://en.nicoptere.net/?p=1017&cpage=1#comment-3563 Wed, 06 Oct 2010 14:12:32 +0000 http://en.nicoptere.net/?p=1017#comment-3563 0 & 0xFF for each coordinate its not accurate but i guess you can multiply/scale/divide by an another pixel data to get more accuracy

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By: Tweets that mention elevator pitch bloopers « HIDIHO! -- Topsy.com http://en.nicoptere.net/?p=1017&cpage=1#comment-3562 Wed, 06 Oct 2010 14:07:13 +0000 http://en.nicoptere.net/?p=1017#comment-3562 [...] This post was mentioned on Twitter by Nicolas Barradeau, Frank Reitberger and Jerome Birembaut, Mediabox. Mediabox said: RT @nicoptere: blogged elevator pitch bloopers http://bit.ly/a7Hx31 #fotb [...]

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By: Dave Stewart http://en.nicoptere.net/?p=1017&cpage=1#comment-3561 Wed, 06 Oct 2010 13:55:41 +0000 http://en.nicoptere.net/?p=1017#comment-3561 Nicolas, idea #2 is genius!
What’s the geometric precision like though?

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By: Lawrie http://en.nicoptere.net/?p=1017&cpage=1#comment-3560 Wed, 06 Oct 2010 13:53:55 +0000 http://en.nicoptere.net/?p=1017#comment-3560 Awesome post – if this is what you didn’t use, your pitch must have been amazing!

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By: Seraf_NSS http://en.nicoptere.net/?p=1017&cpage=1#comment-3558 Wed, 06 Oct 2010 13:40:30 +0000 http://en.nicoptere.net/?p=1017#comment-3558 hello you,

j’ai vite trouvé un autre nom à ce que j’avais codé
je suis passé de FFD à 3DPointModifier
car c’était plus cohérent par rapport au résultat du script sur wonderfl

en effet si tu essayes de déplacer en même temps tout les coins du boxFFD, sur l’axe X par ex, tu verras que toutes les vertices ne se déplacent pas en gardant leur intégrité ( conforme au box ) alors que dans 3dsMax c’est le cas…

and nice idea for the geometry export on Image !

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