I had the same problem, several planes with transparent BitmapMaterial
consumed a lot of cpu. I make reflections just drawing them in
photoshop and load in planes. With white background they could be not
transparent. And it solved the problem. Here is the project 
http://nebgroup.com.ua

On Nov 12, 11:06 am, Fabrice <[EMAIL PROTECTED]> wrote:
> Mickhail,
> here a few ideas that might help you.
>
> first one
> would be to have a hudge floor textured with a single tile and applied
> with the transformBitmapMaterial
> the floor would be as unic layer. the 8 reflections would be placed as
> regular object, planes on a scene above this.
> or use inversed models. If the texturing is done top/down, the second
> "reflection" object is just a simple apply mask code to get the
> reflection works.
> this is used very often in those iTunes clones.
>
> second would be to use copypixel. You need to save the source bmd for
> this.
> you have that full floor, you calculate the xy top left of the bound
> of your reflection image.
> you copypixel the floor, save this and coordinates, you copypixel your
> reflection into the floor image.
> next iteration, you copypixel the floor info back to the original
> place. update the new position, and start over.
> this is very fast, but suitable only if the bitmapdata can be shown
> one on one, or just a bit blown up.
> the drawback is that its working fine with static images or flat
> representations of reflections, most of the time a snapshot of the
> bottom of the object seen from beneath
> with flat object like planes, the perspective would be ugly. if the
> reflection is animated, it will also cost you more power...
>
> third one if your bmd is hudge and not tiled.
> make your floor as movieclip. place your reflections in that mc. And
> sue the movieMaterial.
> and per reflections:
> moviematerial.cliprect = rect.sprite reflection + offset x,y,
> moviematerial.update(); --> update per item
> internally only the rect where the reflection are are updated instead
> of the whole image.
> same as previous, you will need to save the rects to avoid trails but
> It saves you the custom mechanics of copypixels.
>
> Next you enter the world of math. You would have to calculate the
> projections,
> Li posted some nice examples of this on this list.
> Chances are high that it will cost as well, because you do not fake
> (almost) anymore...
>
> of course you could dry that floor a bit, and just move some average
> colors arround :)
> you could for this one use the simpleshadow code as base.
>
> Fabrice
>
> On Nov 12, 2008, at 7:34 AM, Mikhail Shevchuk wrote:
>
> > Hello, Away3D developers
>
> > I've built an application with a wet-floor effect which is just a
> > plane of transformed bitmap of real picture.
> > This reflection is built by iterating through pixels and reducing
> > their alpha's.
> > So it looks perfect, but slows this app very much. I have 8
> > reflections with about 200x150 planes.
> > Is there any way I can reduce CPU consumption? Is there any tricks
> > to work with reflections with Away3D ?
>
> > Thanks in advance.
>
> > --
> > m. |http://creationcomplete.com

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