Ok so that was the workaround I was thinking about: using Sprite 3D
with pixel sized sprites and no scale and play around with these
(particle system for "natural" movements is what was missing in my
view :)))


Cheers Jerome :)

On 20 fév, 18:22, Jerome <[email protected]> wrote:
> Hi Goonzy,
>
> Pixel3D in PV3D is just a simple particle system. The closest match is
> Sprite3D. When used with a simple bitmap material, it's pretty 
> fast:http://www.wemakedotcoms.com/_exp/vertices/001/index.html
>
> If you need particles, then Flint is a nice particle engine with an
> Away3D integration option. I don't think implementing a particle
> system as part of the Away3D framework makes much sense.
>
> ath.
>
> J.
>
> On Feb 19, 11:00 pm, goonzy <[email protected]> wrote:
>
> > Thanks.. I was xcompletely missing it... but still now I've tried and
> > I'm still nto getting the result I expect
>
> > I was wondering if I could achieve what I want (which is some kind of
> > straight decal effect) using the projectionVector property and a
> > composite material .
>
> > In the same kind of questiions, I asked about an equivalent to the
> > pixel3D class in pv3d and and confirmd there was no such class
> > available directly, but there were workarounds.. . I was wondering
> > what could be the best solution to replace this function. Would an
> > array of pixel sized Sprite3D objects not be too "heavy" if a large
> > amount of vertices is involved... or would there be a better
> > (stronger... faster... :)) solution?
>
> > On 19 fév, 21:32, Fabrice3D <[email protected]> wrote:
>
> > > It's a static method
> > > just do Projector.project(ball, "front");
> > > instead of
> > > pro = new project(ball, "front");
>
> > > Fabrice
>
> > > On Feb 19, 2011, at 9:23 PM, goonzy wrote:
>
> > > > That's strange..
>
> > > > I'm importing the Projector class
>
> > > > import away3d.materials.utils.Projector;
>
> > > > then creates my material
>
> > > > var ballmat:TransformBitmapMaterial;
> > > > var pro:project;
>
> > > > var stars:stars_mono=new stars_mono(0,0);
> > > >    ballmat = new TransformBitmapMaterial(stars);
> > > >    ballmat.repeat = true;
> > > >    ballmat.offsetY = 20;
> > > >    ballmat.scaleX = 0.2;
> > > >    ballmat.scaleY = 0.2;
> > > >    ballmat.throughProjection = false;
> > > >    ballmat.globalProjection = false;
> > > >    pro = new project(ball, "front");
>
> > > > but I'm getting a compile error
>
> > > > Scene 1, Layer 'Layer 1', Frame 1, Line 83 1180: Call to a possibly
> > > > undefined method project.
> > > > Scene 1, Layer 'Layer 1', Frame 1, Line 24 1046: Type was not found or
> > > > was not a compile-time constant: project.
>
> > > > what am I missing there?
> > > > On 19 fév, 20:39, Fabrice3D <[email protected]> wrote:
> > > >> away3d.materials.utils.Projectorcould may be help you. Set after 
> > > >> projection scaleX, scaleY and repeat true on your material.
>
> > > >> Fabrice
>
> > > >> On Feb 19, 2011, at 20:21, goonzy <[email protected]> wrote:
>
> > > >>> Hi all,
>
> > > >>> I'm a bit stuck with some kind of simple issue. I'd like to project a
> > > >>> bitmap texture on a sphere but I need it to be tiled and prjected
> > > >>> orthogonally, not spherically. I tried to use the
> > > >>> TransformBitmapMaterial in order to have already the texture repeat
> > > >>> itself around the sphere but unsuccessfully.
>
> > > >>> Is there a specific thing to do in order to achieve this cause I can't
> > > >>> find how using the proposed propeties.
>
> > > >>> Thanks in advance

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