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
