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!)

u to x on map:  face.uv0.u * map.width
v to y on map:  (1 - face.uv0.v) * map.height;

repeat for each vertex and you draw exactly as defined by the mapping of the mesh into the dest sprite.


Fabrice



On Jun 15, 2009, at 11:47 PM, ben wrote:


"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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