Ok, slow, but steady... I realised that to make something like this, I had to start from the beginning. The beginning is shadows, and from there, reflections can be managed similarly but with more complexity... Im beginning to understand this shadows and reflections thing now. On the source you'll find a draft for a shadow projection class I made based on Zupko's theory, but not his code. The cool thing about it, is that the class does not use a secondary camera and view, it projects vertices from a point onto a plane.
This is the demo (move around with keyboard "wasd" and mouse): http://www.piar.com.ar/li/away/shadows/ And this is the source: http://www.piar.com.ar/li/away/shadows/VertexProjection.zip As I dont know the engine's core, Im sure the code can be greatly optimized. I work on a more superficial layer of the engine... Id be happy if anyone wants to work in this. Reflections are next, with bump mapping and transparency. On Sat, Aug 30, 2008 at 11:31 AM, Li <[EMAIL PROTECTED]> wrote: > Hehe, I tried to port it and all I got was a terrible headache! You have to > be very familiar with both engines for this, at design level I mean. > > Ill try to understand the theory and make a new reflection class in away3d > from scratch. If anyone has any links to articles or books that could help > me with this, it'd be great! > > > > On Fri, Aug 29, 2008 at 12:38 PM, Li <[EMAIL PROTECTED]> wrote: > >> Ah, wonderful!! >> >> Ill give it a try... >> >> 2008/8/29 vkt <[EMAIL PROTECTED]> >> >>> >>> http://blog.zupko.info/?p=156 >>> this url. >>> >> >> >
