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

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