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(); >>> } >
