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Papervision3D Essentials Table Of Contents

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Papervision3D Essentials Table Of Contents
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Table of Contents

Preface
Chapter 1: Setting Up
Chapter 2: Building Your First Application
Chapter 3: Primitives
Chapter 4: Materials
Chapter 5: Cameras
Chapter 6: Moving Things Around
Chapter 7: Shading
Chapter 8: External Models
Chapter 9: Z-Sorting
Chapter 10: Particles
Chapter 11: Filters and Effects
Chapter 12: 3D Vector Drawing and Text
Chapter 13: Optimizing Performance
Index
  • Chapter 1: Setting Up
    • Downloading Papervision3D
      • Difference between compiled and non-compiled source code
      • What is Subversion?
      • What's inside the ZIP?
      • And what's inside the SWC?
      • Choosing between the SWC, the ZIP, and the SVN
    • Downloading the non-compiled source using SVN
      • On Windows
      • On Mac OS X
    • Downloading the non-compiled source in the ZIP file
    • Downloading the compiled source
    • Configuring your authoring tool for Papervision3D
      • Configuring Flash
        • Set the path to the non-compiled source code in Flash (CS3 and CS4)
        • Set the path to the compiled source code in Flash (Only CS4)
        • Running an example in Flash
      • Configuring Flex Builder and Flash Builder
        • Importing an example project
        • Setting the path to the non-compiled source code in Flex and Flash Builder
        • Setting the path to the SWC in Flex and Flash Builder
        • Running the example in Flex Builder and Flash Builder
    • Where to find the Papervision3D documentation
    • Summary
    • Chapter 2: Building Your First Application
      • Introduction to classes and object-oriented programming
        • Creating a custom class
        • Inheritance
      • Working with the Document Class/Main Application File
        • Setting up the document class for Flash
        • Setting up the document class for Flex Builder and Flash Builder
      • Basics of a 3D scene in Papervision3D
        • Scene
        • Camera
        • Viewport
        • 3D Objects
        • Material
        • Render engine
        • Left-handed Cartesian coordinate system
      • Creating a basic class for Papervision3D
        • The basic document class
        • Finalizing your first application
      • Smart programmers use less code
      • Preparing for the book examples
        • Working with the BookExampleTemplate class
      • Summary
      • Chapter 3: Primitives
        • The basic elements of 3D objects
          • Vertices
          • Triangles
        • The rendering pipeline
        • Creating and adding primitives
          • Plane
          • Sphere
          • Cylinder
          • Cone
          • Cube
          • PaperPlane
          • Arrow
        • Nesting
          • World space versus local space
          • Creating a pivot point with DisplayObject3D
        • Accessing vertices
          • Example—building a sphere of spheres
        • Summary
        • Chapter 4: Materials
          • Introduction to materials
            • Basic properties
          • Basic materials
            • Wireframe material
            • Color material
          • Three ways of using bitmaps as a material
            • BitmapMaterial
              • Using a bitmap shape as material that is generated by code
              • Manually loading and assigning an external bitmap as material
            • BitmapFileMaterial
            • BitmapAssetMaterial
          • Two ways of using a movie clip as material
            • MovieMaterial
            • MovieAssetMaterial
          • VideoStreamMaterial
          • Combining materials
          • Interactivity
            • Material interactivity
              • Using ButtonMode
              • Defining the event listeners
            • Object interactivity
          • Tips and tricks
            • Tiling
            • Flipping your material
            • Power of two textures
          • Example—creating a carousel
          • Summary
          • Chapter 5: Cameras
            • Cameras inherit from DisplayObject3D
            • Basic camera settings
              • Focus and field of view
              • Zoom
              • Zoom, focus, and field of view relate to each other
              • Near and far
            • Camera types
              • The target camera
              • The free camera
                • Demonstrating the difference between the free camera and the target camera
                • Switching between the free camera and the target camera
              • The debug camera
              • The spring camera
                • Adding basic navigation
                • Putting the spring camera to work
            • Setting a target with the lookAt() method
            • Culling
              • Types of culling in 3D computer graphics
              • Two levels of culling in Papervision3D
              • Applying frustum culling
              • Applying culling on viewport level
              • Seeing culling at work
            • Clipping
              • Clipping in Papervision3D with FrustumClipping
              • Seeing frustum clipping at work
              • Culling and clipping in the rendering pipeline
            • Summary
            • Chapter 6: Moving Things Around
              • What can we move around?
              • How can we move things around?
              • Rotating objects
                • Alternatives for local rotation—pitch(), yaw(), and roll()
                • Another type of rotation—rotationX, rotationY, and rotationZ
                • Demonstrating the difference between rotation and local rotation
              • Mouse interaction
                • Getting the distance from the mouse to the center of the stage
                • Basic mouse interaction
                • Mouse interaction with easing
                • Using mouse interaction to rotate an object
                • Orbiting the camera around an object
                  • Orbiting the camera by moving the mouse
                  • Orbiting the camera by dragging the mouse
                  • Clamping the camera rotation
              • Animating with Tweener
                • Downloading Tweener
                • Tweening 3D objects
                • Tweening the camera over a curved path
              • Example—the galaxy extended
                • Creating a class for user input
                • Creating a class for the galaxy
                • Creating a class for the paper plane
                • Initializing the application in our document class
                • Controlling the camera
                  • Adding dynamic zoom
                  • Adding a third-person camera
                  • Adding a first-person camera
                  • Adding random camera perspectives
                  • Switching back to the default view
              • Summary
              • Chapter 7: Shading
                • Introduction to shading
                • Flat shading
                  • FlatShadeMaterial for color-based shading
                  • FlatShader for bitmap-based shading
                • Gouraud shading
                • Cell shading
                • Phong shading
                • Bumping your materials
                • Reflection mapping
                • Example—shading the Earth in our galaxy
                  • Adding a shader and a bump map
                • Summary
                • Chapter 8: External Models
                  • Modeling for Papervision3D
                    • Keep your polygon count low
                    • Add polygons to resolve artifacts
                    • Keep your textures small
                    • Use textures that Flash can read
                    • Use UV maps
                    • Baking textures
                    • Use recognizable names for objects and materials
                    • Size and positioning
                    • Finding the balance between quality and performance
                  • Creating a template class to load models
                  • Creating models in Autodesk 3ds Max and loading them into Papervision3D
                    • Installing COLLADA Max
                    • Creating the Utah teapot and export it for Papervision3D
                    • Importing the Utah teapot into Papervision3D
                    • Exporting and importing the Utah teapot in 3ds format
                    • Importing animated models
                      • Animation clips
                  • Creating and loading models using SketchUp
                    • Exporting a model from Google's 3D Warehouse for Papervision3D
                    • Importing a Google Earth model into Papervision3D
                  • Creating and loading models using Blender
                    • Exporting a textured cube from Blender into Papervision3D
                  • Keeping control over your materials
                  • Summary
                  • Chapter 9: Z-Sorting
                    • What is z-sorting
                      • The painter's algorithm
                      • Sorting triangles
                    • Layering your renders
                      • Creating a viewport layer
                        • Creating a viewport layer using useOwnContainer
                        • Creating and sorting a viewport layer using getChildLayer
                        • Creating a viewport layer by instantiating a new ViewportLayer
                      • Sorting layers
                        • Sorting layers with ViewportLayerSortMode.Z_SORT
                        • Sorting layers with ViewportLayerSortMode.ORIGIN_SORT
                        • Sorting layers with ViewportLayerSortMode.INDEX_SORT
                      • Creating and sorting sublayers
                    • Quadtree rendering
                    • Summary
                    • Chapter 10: Particles
                      • What particles are and why to use them
                        • Billboarding
                        • Particle systems
                      • Creating particles
                      • A template class for all the examples
                      • ParticleMaterial
                      • BitmapParticleMaterial
                        • Using a dynamically drawn bitmap as BitmapParticleMaterial
                          • Passing a ParticleBitmap instance to the BitmapParticleMaterial constructor
                        • Using a loaded bitmap as BitmapParticleMaterial
                      • MovieAssetParticleMaterial
                        • Creating an animated movie clip for Flash, Flex Builder, and Flash Builder
                        • Exporting the animated clip as an SWC for Flex Builder and Flash Builder to use
                        • Creating the document class for Flash, Flex Builder, and Flash Builder
                        • Adding interactivity to MovieAssetParticleMaterial
                        • Embedding a bitmap in Flex Builder and Flash Builder as the source of MovieAssetParticleMaterial
                      • Creating particle fields with the ParticleField class
                      • Particles don't have to be tiny—a billboard example
                      • The Flint particle system
                        • Downloading the Flint particle system
                        • Creating a fountain of shiny balls with Flint
                          • The emitter
                          • The counter
                          • Initializers
                          • Actions
                          • The renderer
                      • Summary
                      • Chapter 11: Filters and Effects
                        • What are filters and effects?
                        • Using Flash filters to create effects
                          • Applying BlurFilter, DropShadowFilter, and GlowFilter to a 3D object
                        • Setting the transparency and blend mode of a viewport layer
                          • Changing filters, alpha, and blend mode dynamically
                        • Applying filters on viewport level
                          • Directly apply filters to the entire viewport
                          • Apply filters on viewport level with BitmapViewport3D
                        • Built-in Papervision3D effects
                          • Creating an effect layer
                          • Methods to affect the way the effect is displayed
                            • Adding a color effect with BitmapColorEffect
                            • Adding a fire effect with BitmapFireEffect
                            • Adding a pixelating effect with BitmapPixelateEffect
                            • Adding a motion effect with BitmapMotionEffect
                        • Adding a Flash filter as an effect with BitmapLayerEffect
                          • Combining effects
                          • Adjusting the effect with BitmapDrawCommand
                        • Adding fog with FogFilter
                        • Adding reflection with ReflectionView
                          • Adding objects with no reflection
                        • Example—creating depth of field
                        • Summary
                        • Chapter 12: 3D Vector Drawing and Text
                          • VectorVision: 3D vector text and drawing
                          • Creating a template class for the 3D text examples
                          • How to create and add 3D text
                          • Font creation
                          • Adding interactivity to 3D vector text and shapes
                            • Adding interactivity to 3D text
                          • Drawing vector shapes—lines, circles, and rectangles
                          • Drawing lines with Lines3D
                            • How drawing with Lines3D works
                            • Straight lines
                            • Curved lines
                            • Adding lines with addNewLine()
                            • Creating segmented lines
                            • Adding interactivity to Lines3D lines
                            • Growing lines example
                          • Summary
                          • Chapter 13: Optimizing Performance
                            • Measuring performance
                            • Basic optimization strategies
                              • Stage quality
                              • Other general Flash optimizations
                              • Destroy unwanted objects
                              • Viewport size
                              • Camera frustum and field of view
                              • Culling
                              • Creative thinking
                            • Optimizing materials
                              • Transparency
                              • Tiled
                              • Power of two textures
                              • Material size
                              • Animated materials
                            • Optimizing objects
                              • Remove objects that are behind other objects
                              • Level of detail
                            • Optimizing shading
                            • Optimizing rendering
                              • Only render when you need to
                              • Selective rendering
                              • Viewport scaling
                            • Summary
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