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Papervision3D Essentials

You're reading from   Papervision3D Essentials Create interactive Papervision 3D applications with stunning effects and powerful animations

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Product type Paperback
Published in Sep 2009
Publisher Packt
ISBN-13 9781847195722
Length 428 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (18) Chapters Close

Papervision3D Essentials
Credits
About the Authors
About the Reviewers
1. Preface
1. Setting Up FREE CHAPTER 2. Building Your First Application 3. Primitives 4. Materials 5. Cameras 6. Moving Things Around 7. Shading 8. External Models 9. Z-Sorting 10. Particles 11. Filters and Effects 12. 3D Vector Drawing and Text 13. Optimizing Performance

Creating a basic class for Papervision3D


In the previous sections you've learned what a basic scene is made of, and how you can create your own classes. Now that we have gone through all this theory, it's now time that we get our hands dirty by writing some code.

Start your favorite authoring tool. The first application we'll build is a 3D scene containing a sphere that is rotating over its y-axis. A sphere is basically a "3D ball" and is built into Papervision3D as one of the default primitives.

The basic document class

First, have a look at the document class that defines the basic structure for the rotating sphere application.

package {
import flash.display.Sprite;
import org.papervision3d.cameras.Camera3D;
import org.papervision3d.objects.primitives.Sphere;
import org.papervision3d.render.BasicRenderEngine;
import org.papervision3d.scenes.Scene3D;
import org.papervision3d.view.Viewport3D;
public class FirstApplication extends Sprite
{
private var scene:Scene3D;
private var viewport...
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83
Tech Concepts
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Programming languages
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