Perfect, I'll hack it in this weekend.

If I spot you, I would be honored to shake your hand.

thanks for everything,
Aduén

On 8 nov, 17:07, Fabrice3D <[email protected]> wrote:
> 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

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