Me again...
The previous demo + shadows: 
http://www.piar.com.ar/li/away/reflections/plainwithbumwithshadow/

On Sep 2, 1:03 pm, Li <[EMAIL PROTECTED]> wrote:
> Forgot to mention!!
> Use the keyboard "wasd" or arrows and mouse to move behind the plane... The
> plane is not only reflective, its transparent and hence 
> refractive.http://www.piar.com.ar/li/away/reflections/plainwithbump/
>
> On Tue, Sep 2, 2008 at 12:33 PM, vkt <[EMAIL PROTECTED]> wrote:
>
> > I will be concerned about your progress,Li
>
> > On 9月2日, 下午11时23分, Li <[EMAIL PROTECTED]> wrote:
> > > 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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