Hey Tommy

this bug is now fixed, please check the trunk for updates!

cheers

Rob


On Wed, Apr 15, 2009 at 8:57 PM, Latcho <[email protected]> wrote:

>  Hi,
> Maybe related to Tommy's phong  problem.
> since the textfieldbranch still has the old cube I downed the latest fllash
> 9 build from the site to increase segments of the cube;
> I did this because the phong looked sucky wit the 2 big triangles on the
> front.
> when I applied phong I get also weird results.
> After some testing it turned out that when I zeroo'ed all light coordinates
> to zero, the phong material looked better.
>
> But still when zeroed,the light looks like the specular shininess is lost
> (on the cube.
> Here a demo which decreases light.x till zero.
> Watch the weird phong go better in 100 frames.
>
> Latcho
>
>
> package
> {
>     import away3d.cameras.Camera3D;
>     import away3d.core.math.Number3D;
>     import away3d.core.render.Renderer;
>     import away3d.lights.DirectionalLight3D;
>     import away3d.lights.PointLight3D;
>     import away3d.materials.*;
>     import away3d.primitives.Cube;
>     import away3d.primitives.data.CubeMaterialsData;
>
>     import flash.display.Sprite;
>     import flash.events.Event;
>
>     import away3d.containers.Scene3D;
>     import away3d.containers.View3D;
>
>
>     public class CubePhong extends Sprite
>     {
>
>         protected var _scene3D:Scene3D;
>         protected var _mainView3D:View3D;
>         protected var _cam3D:Camera3D;
>         private var light:DirectionalLight3D;
>
>
>         public function CubePhong ()
>         {
>             this.addEventListener(Event.ADDED_TO_STAGE, init);
>         }
>
>
>
>         private function init(e:Event):void
>         {
>             environnement3D();
>             cast3D();
>             this.addEventListener(Event.ENTER_FRAME, render);
>             animate();
>         }
>
>         private function animate():void
>         {
>
>         }
>
>         private function cast3D():void
>         {
>
>
>
>             var mat:PhongColorMaterial =  new
> PhongColorMaterial(0xFF0000,{shininess : 1,specular : 1});
>             var cube:Cube = new Cube( { width:200, height:200, depth:30,
> name:'cube3D',ownCanvas:true,z:50,material:mat } );
>             cube.movePivot(cube.objectWidth / 2 , -cube.objectHeight/2,
> cube.pivotPoint.z);
>             cube.segmentsH = 5
>             cube.segmentsW = 5
>
>             _scene3D.addChild(cube);
>
>
>         }
>
>
>         private function environnement3D():void
>         {
>             _scene3D = new Scene3D();
>
>             _cam3D =  new Camera3D();
>             _cam3D.lookAt(new Number3D(0, 0, 0));
>             _cam3D.focus = 80;
>             _cam3D.zoom = 6;
>             _cam3D.z = 0 - ( _cam3D.focus * (_cam3D.zoom - 1)  );
>
>             _mainView3D = new View3D();
>             _mainView3D.scene = _scene3D;
>             _mainView3D.camera = _cam3D;
>             _mainView3D.x = 648/2;
>             _mainView3D.y = 526/2;
>
>             //_mainView3D.renderer = Renderer.CORRECT_Z_ORDER;
>
>             light = new DirectionalLight3D({color:0xFFFFFF, ambient:0.8,
> diffuse:0.5, specular:0.6});
>             light.x = 200;
>             light.z = 0;
>             light.y = 0;
>             _scene3D.addChild(light);
>
>             addChild(_mainView3D);
>             _mainView3D.scene.addChild(light);
>
>         }
>
>
>         private function render(e:Event):void
>         {
>             _mainView3D.render();
>             _scene3D.getChildByName('cube3D').updateObject()
>             _scene3D.getChildByName('cube3D').rotationX+=2
>             _scene3D.getChildByName('cube3D').rotationY+=2
>
>             if (light.x > 0) {
>                 light.x--
>             }else {
>                 trace("LIGHT.X =  ZERO");
>             }
>         }
>
>
>     }
> }
>
>
>
>
>
>
> Rob Bateman wrote:
>
> Hey Tommy
>
> sorry for the problem you've encountered with the update - the solution is
> not obvious from here, so can you let us know a little more about how you
> are rendering the object?
>
> are there multiple materials on the object?
> are you using ownCanvas at all?
> are you using pushfront or pushback on the mesh?
>
> ultimately the best way to solve this would be to send a copy of your model
> over for us to test independently. However, if this is not possible, you
> could try replicating the bug with a different model and send it over as a
> test case so that we can debug
>
>
> cheers!
>
> Rob
>
>
> On Wed, Apr 8, 2009 at 11:22 PM, serioustommy <[email protected]>wrote:
>
>>
>> Sorry for this but has anyone else encountered this?
>>
>> thanks,
>> Tommy
>>
>> On Apr 3, 2:49 pm, serioustommy <[email protected]> wrote:
>> > Hi,
>> >
>> > I'm having weird z-sorting issues when I apply PhongBitmapMaterial as
>> > the texture to a Collada model. The issue happens in all the latest
>> > versions of Aways3D, but is ok if I revert back to build 1057 on SVN
>> > (incidentally right before the "committed initial 2.3 version" SVN
>> > comment, so that might have broken it somehow?).
>> >
>>  > Working in svn build 1057:
>> http://www.michellechuang.com/temp/3dtest/rc/good.pnghttp://www.michellechuang.com/temp/3dtest/rc/good2.png
>> >
>> > Not working in 2.3.3:
>> http://www.michellechuang.com/temp/3dtest/rc/bad.pnghttp://www.michellechuang.com/temp/3dtest/rc/bad2.png
>>  >
>> > As you can see it appears that the shaded legs are rendered in from of
>> > the skirt and the bottom of the hair somehow comes forward as well.
>> >
>> > If I just use BitmapMaterial without any shading then it's fine.
>> >
>> > Anyone has any ideas on this issue?
>> >
>> > Many thanks!
>> > Tommy
>>
>
>
>
> --
> Rob Bateman
> Flash Development & Consultancy
>
> [email protected]
> www.infiniteturtles.co.uk
> www.away3d.com
>
>
>


-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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