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
