Hey Swingpants

unfortunately the current fog filter will only work at a scene level -
having an object with ownCanvas = true will group the contents within a
single z-sort position, that won't provide you with a nice smooth fog effect
across the container contents. If you set ownCanvas to false, you should see
things working but at present there is no workaround for this


Rob


On Mon, Nov 24, 2008 at 1:07 PM, Swingpants <[EMAIL PROTECTED]> wrote:

>
>
> I have a scene where I have a skyball and a terrain extrusion with
> characters on the terrain.
>
> To save processor I have applied farfield culling to the terrain, I
> added the terrain and all characters on the terrain to an
> ObjectContainer3D and use a ZDepthFilter renderer on that:
>
> container3D=new ObjectContainer3D()
> container3D.ownCanvas=true
> var zdepth:ZDepthFilter=new ZDepthFilter(cull_distance)
> container3D.renderer=new BasicRenderer(zdepth)
>
>
>
> This works very nicely though I'd like to soften the abruptness of the
> culling. Is there anyway I could implement some kind of fade?
>
> I've looked at the fog filter, thinking I could use some kind of alpha
> fading. I can't even get the fog filter to work on the
> ObjectContainer3D though.
> I'm trying:
>
> var fogMaterial = new ColorMaterial(0xFF0000) //red to definitely see
> if something happens
> var fog=new FogFilter({minZ:cull_near, maxZ:cull_far, subdivisions:8,
> material:fogMaterial})
> container3D.renderer=new BasicRenderer(fog)
>
>
>
> Can anybody suggest a solution here?
> Is it possible to fogfilter an object container?
> Is there a better way to implement a faded culling?
>
> Thanx
>
>
>


-- 
Rob Bateman
Flash Development & Consultancy

[EMAIL PROTECTED]
www.infiniteturtles.co.uk
www.away3d.com

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