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
>



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