Kindly unsub me -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Aduen Sent: Monday, November 08, 2010 3:05 PM To: Away3D.dev Subject: [away3d] Prebaking with transparent PNG on simple Planes
Hi my name is Aduen and I am using Away3d because of the Prebaking class, something that kicks the Flash performance sky-high. I want to keep my project as low profile as possible, I am using simple Plane primitives with least amount of segments (1), and bitmap material with a transparency. This results in simple cut-out sprites. I've put a simple demo online to get an idea what I am doing http://van-gogh.aduen.nl Now, the questions and errors I am running into. 1) Using Prebaking with raytrace set to false results in this error: ReferenceError: Error #1069: Property getAngle not found on flash.geom.Vector3D and there is no default value. at MethodInfo-741() at away3d.materials.utils::LightPrebaker/generate() at away3d.materials.utils::LightPrebaker/draw() at away3d.materials.utils::LightPrebaker/apply() which I narrowed down to the following line in away3d.materials.utils.Prebaker: function setVertexColor(d:Vector3D, n:Vector3D, colr:int, colg:int, colb:int):Array { var dl:Number; var factl:Number; for(j = 0;j<_aLights.length;++j){ dl = d.subtract(_aLights[j].lightposition).length; percentFalloff = (_aLights[j].lightfalloff- dl)/ _aLights[j].lightfalloff; //lightFactor = _aLights[j].lightposition.getAngle(n); <<-- this line results in the error lightFactor = Vector3DUtils.getAngle(_aLights[j].lightposition, n); <-- changed it to this if(percentFalloff > 0 && dl <_aLights[j].lightfalloff){ factl = lightFactor*percentFalloff; colr += _aLights[j].lightR *factl; colg += _aLights[j].lightG *factl; colb += _aLights[j].lightB *factl; } } return [colr, colg, colb]; } 2) when using transparent png's as Material the raytrace prebaking does not "shine through" the alpha, it covers it. This also results in rectangular shadows (planes with transparent png's). I am doing something wrong or is this not implemented? 3) I also run into situations when using more than two light points when raytracing, the whole scene lights up. I am not able to narrow this one down yet but, if this sounds familiar to someone please let me know. It's most likely my own buggy code at this point ;) For all that matters, I am most interested in question number 2. TIA Aduén
