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
