Bump mapping and transparency applyed. Still pending to resolve what I
posted earlier... Once that is done, Ill upload the source.

DEMO: http://www.piar.com.ar/li/away/reflections/plainwithbump/

On Sep 1, 6:07 pm, Li <[EMAIL PROTECTED]> wrote:
> Ok, still advancing...
> I managed to resolve the vertex projection part for reflections.
>
> DEMO:www.piar.com.ar/li/away/reflections/plainvertexprojection
>
> Now, the hard part must be done; Currently, Im only copying the vertices and
> filling in the projected triangles with the object's WireColorMaterial
> color. This, without considerint sorting (thats why you can "see through"
> the reflection's material)...
> I have to find a way to manage this sorting and copy the projected face's
> materials into the projection. Fabrice and Rob gave me a hand with this
> explaining how texture mapping is handled by the engine with
> beginBitmapFill() and matrix deformations. However, Im having a hard time
> finding a face's corresponding matrix to project the texture with a method
> involving beginBitmapFill... Any help would be great now!!
>
> On Mon, Sep 1, 2008 at 12:48 AM, katopz <[EMAIL PROTECTED]> wrote:
> > thx, Li ;D
>
> > 2008/9/1 Li <[EMAIL PROTECTED]>
>
> > Thanks Fabrice!
> >> Ill be looking into it =)
>
> >> On Sun, Aug 31, 2008 at 2:40 PM, Fabrice <[EMAIL PROTECTED]> wrote:
>
> >>>http://www.closier.nl/playground/beginbitmapfill.html
> >>> this demo should also help to understand visually.
>
> >>> Ignore the comments, 2 years ago I was rendering all 3D into a single
> >>> bitmap and was looking at ways to draw the faces
> >>> full pixels the fastest way. But most shown in it is still actual.
>
> >>> Fabrice
>
> >>> On Aug 31, 2008, at 6:19 PM, Li wrote:
>
> >>> Cool, it would be very nice on the engine. I would upgrade it by making
> >>> it extend a pointlight object instead of an object container as it is in
> >>> this demo.
>
> >>> I need a little help for reflections please...
> >>> Does anyone know how away draws triangles into materials? Im guessing
> >>> this has something to do with UV mapping. For example in a bitmap texture,
> >>> Away3d has to redraw the texture onto a face in some way, performing a
> >>> perspective deformation. I have absolutely no idea on how this works, and 
> >>> I
> >>> need it for reflections... Can anyone point me in the right direction 
> >>> about
> >>> how this works?
>
> >>> Thanks!!
>
> >>> On Sun, Aug 31, 2008 at 12:38 PM, vkt <[EMAIL PROTECTED]> wrote:
>
> >>>> WOW! so great demo :) Li
> >>>> Looking forward to your next demo about reflections.
>
> > --
> > katopz
> >http://www.sleepydesign.com

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