The mock-up is going to be dynamic, there is an editor side and a viewer side. Children are going to fabricate their own little 3d environment online, Prefab is not going to be my lifesaver this time ;)
Could you give me a pointer where to begin in the Prebaking class, I might give it a shot myself. TIA Aduén PS: You're living in Holland right? Are you there at AUG XL the 17th, saw something of Away3D giving a presentation? Either way, props on Prefab, first time I enjoyed a 3D-tool. On 8 nov, 11:20, Fabrice3D <[email protected]> wrote: > just uploaded fix to this angle error. > > the prebaker included in api is an early version. > You should use Prefab instead. alpha are respected in Prefab's version. > > I haven't updated the svn with latest version, because Prefab has too many > diffs with the engine > regarding this feature. > > Fabrice > > On Nov 8, 2010, at 11:04 AM, Aduen wrote: > > > > > > > > > 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
