Holy Cow! That is super amazing and looks great!
Superb job, Li! You are kicking some major butt with that stuff! My eyes are really big and mouth is drooling :O On Tue, Sep 2, 2008 at 12:50 PM, Li <[EMAIL PROTECTED]> wrote: > > 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 > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
