>"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)...............
