Hi List, I'm new to Away3D. I'm trying to do some kind of a disco/mirror-ball with away3D. What I need is a sphere made out of plenty of planes/mirrors. The ball should then be located in a dark room and illuminated by a number of colored lights.
As a first try I made a sphere with 30x20 segments and a ColorShadingMaterial. The whole scene is then lighted by three DirectionalLight3D. http://www.low-res.de/misc/discoball/ This is quite good for what I want to archive. But I think if I'm going to add more light sources the performance will suffer somewhen. After I saw this example by Fabrice http://www.closier.nl/playground/discoball.swf I thougt, that instead of using DirectionalLight3D an environment mapping for the lightsources will be musch more efficient. But I don't get how the example from Fabrice was done. I guess this was just some kind of "early version" of EnviroBitmapMaterial. Am I right? Because when I try to user EnviroBitmapMaterial, I never see the single segments of the sphere (like it is with ColorShadingMaterial ). The sphere looks always smooth (what, in probably any case, is what you want). But in my case I don't want a smooth sphere ;) Is there any way to have an enviroment mapping that looks like the example from fabrice? Can somebody hint me, how to archive that? Thanks and greetings, Spog
