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

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