oh I see, well thats the reason why its in the svn --> to be able make dynamic stuff.
> Could you give me a pointer where to begin in the Prebaking class, I > might give it a shot myself. sure, keep the alpha as it enters, apply as it come out. so make a temp bmd of the size of the original map, move original map alpha channel (8 to 1) to this holder map once rendered, simply go reverse, and apply this saved channel to rendered map (1 to 8) > PS: You're living in Holland right? Are you there at AUG XL the 17th, yes and yes. > saw something of Away3D giving a presentation? David and Rob will present there yes. > Either way, props on Prefab, first time I enjoyed a 3D-tool. thank you! Fabrice On Nov 8, 2010, at 2:47 PM, Aduen wrote: > 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
