>"because thinking just a bit harder about it, I just
realize you would get only the front faces, not the whole object as
I
presume you want to. "
that's exactly what was driving me insane, but I was so sure about
your statement that I was just sure they were a hidden trick !!!!!!!

I think we have to get it from the material ,
that would be something like :
>extend the shadematerials,
> calculate the faces brightness with no cache (in between, It seems that 
> reduce the number of step (from 64 to 24) make me win some perf?I'm true, or 
> is it just an illusion???),
>get the uv coordinate of a triangle,
>unfold it at bitmap size to get bit coordinate,
>asset a brightness(and alpha) to it and draw it into graphics ,
>draw graphics into the bitmap already used by the WhiteShaderBitmap for 
>exemple, they may overlay,
>or keep it into a dictionnary with triangle as key, so that no brightness calc 
>is done on rendertick for colorshader.

What I don't get is correctly unfold the triangle to a bitmap from the
uv in the material (my result is well....wrong...)??
>From that, I think I can do something...(pretentieux!)

other question: I've implemented a little test public propertie to the
abstractRendersession, I have two diffrent scene, with two diffrents
views, two diffrents enderers.
when I change the property in one view.session, it changes the
property into the second view.session....how comes?????????(the
renderers are the default abstractRenderssion).

Well, I have no brain anymore for tonight !!!

"the dot3 cached, enables you to do this in just one pass... worth a
try? " I'll try, but I have very few time to set it(something like 30
millisecond)...............



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