see you there then :)

> If I spot you, I would be honored to shake your hand.
I usually wear (proudly) the Away colors. So if you spot a turtle, I'll 
probably be not far away from it :)

Fabrice

On Nov 8, 2010, at 5:43 PM, Aduen wrote:

> 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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