Great, thanks - yeah I think I found that last night, just set
normalDirty = true?

I didn't realised you could do it on the Mesh as a whole, I'll give
that a go.

The end result won't be a water effect as such... but I don't want to
go into too much detail unless I actually get it working! I'll post an
example if things go well :)

Cheers,

Chris.

On May 13, 3:47 pm, Fabrice3D <[email protected]> wrote:
> sure, just ask mesh.faces[index].normal;
> and to refresh, there is (on top of my head) some set NormalDirty  
> applicable per face or entire mesh in Mesh.
>
> Fabrice
>
> On May 13, 2009, at 4:20 PM, digi-chris wrote:
>
>
>
>
>
> > Hi Fabrice,
>
> > Thanks for the advice - I'll have a longer look through the materials
> > package tonight and see if I can figure it out. I was hoping there
> > might be some way of applying a color transform onto specific faces as
> > a short-cut, but I'll have another look.. elevationModifier sounds
> > interesting.
>
> > Just to check, can Away3D calculate the normals for me, or do I need
> > to use my own routine for this?
>
> > Cheers,
>
> > Chris.
>
> > On May 13, 9:03 am, Fabrice3D <[email protected]> wrote:
> >> Hi Chris,
> >> Take a look into the material package, there are like 5 or 6 ways to
> >> apply lights on different ways in there.
> >> I would for a watery surface consider the normalmap approach. A  
> >> custom
> >> mix of dot3 and animatedMaterial was one of the experiments I was
> >> planning to do
> >> ages ago... if you couple this to add mode with another source, the
> >> little tests I did back then where looking quite convincing when it
> >> comes to water..
> >> however the system here would be based on noise and mostly
> >> prerendered. The trick being offsetting both sources to get the
> >> randomness.
> >> Coupled to NormalUVModifier or elevationModifier for the geometry,  
> >> may
> >> be some tiling...
>
> >> I'm afraid the realtime calc+draw of a sea surface in Flash, would
> >> have to be reduce to a little rain pool... if not more like a glas of
> >> water,
>
> >> Welcome to Away!
>
> >> Fabrice
>
> >> On May 13, 2009, at 3:11 AM, digi-chris wrote:
>
> >>> Hi all,
>
> >>> I've been using Away3D for a while now, but this is my first post
> >>> here. I've been struggling with something that, so far, I can't  
> >>> really
> >>> see any way to solve...
>
> >>> I'm building an object on the fly within AS3 - the vertices can  
> >>> change
> >>> position with each frame. It's kind of like a wave running through a
> >>> texture-mapped plane. This all works fine, but my problems come  
> >>> when I
> >>> attempt to add some sort of lighting to the equation. I'm having
> >>> trouble calculating the normals properly.. I've tried several pieces
> >>> of example code I've found around the web without success, but I  
> >>> can't
> >>> see anything in particular wrong with my method.
>
> >>> However, at the same time, I've noticed that repeatedly calculating
> >>> normals every frame is quite CPU-heavy. Even if I get it working, I
> >>> don't think it'll be fast enough.
>
> >>> Now, I'm thinking that in actuality, I might be able to save on CPU
> >>> time and not worry about the normals by simply modifying the faces
> >>> directly in some way to represent the shading that should be going  
> >>> on.
> >>> All I really want to do is just darken a face depending on its  
> >>> angle -
> >>> that way I could just cut out the whole lighting issue altogether.
>
> >>> But, is there any way I could actually darken or lighten a face or
> >>> apply some sort of shading over the top of the texture? It doesn't
> >>> seem to be possible.
>
> >>> I'm contemplating drawing onto the BitmapData of the material I'm
> >>> using in some way, but I'm not sure if that would be the best
> >>> approach.
>
> >>> Any ideas or thoughts would be greatly appreciated.
>
> >>> Cheers,
>
> >>> Chris.- Hide quoted text -
>
> >> - Show quoted text -- Hide quoted text -
>
> - Show quoted text -

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