yes and no :))

yes: very briefly, as said in previous mail, some ideas are very good but not 
sure yet how to implement from a generic perspective and the stuff we plan to 
add...
no: sorry too busy on other stuffs right now to dive into it. My fault, I told 
you I would and I miserably fail you!!

but I will come back to it. It's just I can take only one problem at a time.

Fabrice

On Oct 6, 2010, at 3:34 PM, [email protected] wrote:

> Fabrice
> 
> Hi, Did you look at this thread again?
> 
> Cheers
> 
> ;j
> 
> On 30 Sep 2010, at 23:28, Fabrice3D wrote:
> 
>> Hi justin,
>> I'll look at it when tomorrow, just arrived...
>> Good input in there (iphone hasn't loaded all message tho)
>> 
>> Was nice meeting you. :)
>> Fabrice
>> 
>> Sent from an iPhone missing Flash
>> 
>> On Sep 30, 2010, at 19:22, "[email protected]" <[email protected]> 
>> wrote:
>> 
>>> Hi Fabrice
>>> 
>>> It was nice to meet you at Flash on the beach, Rob introduced me.  We 
>>> discussed briefly AWD file materials.  Unfortunately I did not have info to 
>>> hand to get across some problems with awd materials I have had, so let me 
>>> try to explain maybe I misunderstood, you seemed to suggest it was already 
>>> fixed, I have looked at the SVN briefly and the issues do not seem to be 
>>> addressed for what I was trying to explain, but I did not remember the 
>>> details so I probably did not manage to explain at the time and some of 
>>> what you mentioned I did not follow.  Let me explain what I have been 
>>> looking at.
>>> 
>>> AWData loads AWD file and creates BSPtree to be used for BSPCollision.
>>> 
>>> On line 248 of AWData 
>>> CentralMaterialLibrary.addMaterial(matBitmap, null, filename, line);
>>> Ok not ideal... it's saving the material to a central library so we can 
>>> access it later.... 
>>> 1) but the filename is not the whole path? So you could easily overwrite 
>>> materials if you have a complex system.
>>> 2) It's passing null for the mesh, so there is no way to relate the mesh 
>>> and the material, since many BSPtree's only have a single material it make 
>>> sense that you may want a simple way to change it or replace it with a null 
>>> material, but would have no idea of the current material used, replace 
>>> material in BSPTree assumes you know the material.
>>> So as a quick fix, I store the material above this line...
>>> if( filename != '' ) { var storeFileName:String = filename; var 
>>> storeMatBitmap: Material = matBitmap; }
>>> Then making the material more available (line315 on svn of AWData...)
>>>  if (isBSP){
>>>    if( storeFileName != '' )
>>>    {        
>>>     CentralMaterialLibrary.addTree( storeFileName, tree );
>>>         tree.storeMaterial = matBitmap;
>>>    }
>>>           _container = tree;
>>>   }else
>>> Then in CentralMaterialLibrary I added these...
>>> public static function addTree( id: String, tree: BSPTree ):void
>>> {        
>>>      CentralMaterialLibrary[id][1] = tree;     
>>> }
>>> /**
>>>  * Returns a BSPTree for the given name reference in the library.
>>>  */
>>> public static function getBSPTreeFromMaterialName(id:String):BSPTree
>>> {
>>>    if (CentralMaterialLibrary[id])
>>>        return CentralMaterialLibrary[id][1];
>>>             
>>>     return null;
>>> }
>>> And in BSPTree I added quite a lot of stuff for my needs...
>>>         public var storeMaterial: Material;
>>>         
>>>         public var _ghostMaterial: GhostMaterial = null;
>>>         
>>>         private var _reveal: Boolean = true;
>>>         public function set reveal( reveal_: Boolean )
>>>         {
>>>             trace( 'setting reveal!' + reveal_ );
>>>             _reveal = reveal_;
>>>             if( _reveal == true )
>>>             {
>>>                 trace('showing')
>>>                 show();
>>>             }
> 

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