Yes, I am seeing them. However, this was happening when I compiled the SWF with the base version of Away3D v2.3.3 without any modifications. Just a basic scene with one light, one cube (textured with a PhongBitmapMaterial) and a single camera caused these issues to appear. Any ideas on this?
With the unmodified engine, the strangest thing about the highlight is that it sometimes draws incorrectly when the cube is rotated and then redraws correctly when the mouse is released. I have tried modifying the segmentsW and segmentsH but they both cause weird display glitches on a textured cube in the unmodified release as well. Any input would be greatly appreciated. d On Jul 23, 4:33 pm, Peter Kapelyan <[email protected]> wrote: > Congratulations, it looks great! I don't see why something like this > shouldn't be in the engine. > > However I do see some glitches, among some: sometimes it flickers, and > disappears after being at a certain angle (around 45 degrees facing away > from the camera). Are you seeing the same glitches on your end? > > -Pete > > > > > > On Thu, Jul 23, 2009 at 4:20 PM, aleph1 <[email protected]> wrote: > > > I have managed to implement specular masking with some minor > > modifications to the PhongBitmapMaterial class. It would be possible > > to implement them by creating another material class (it is a fair bit > > of work to implement the CompositeMaterials required to get this > > effect working), but minor modifications to the existing class make it > > a breeze. Basically, I have made the _specularPhongShader a child > > material of a new _specularShader:CompositeMaterial. I have also added > > a getter/setter for a _specularMask property that allows you to assign > > a material as a mask. > > > You can see an example here: > > >http://away3d-dev.googlegroups.com/web/specularmask.swf > > > Use the checkbox to toggle the specular mask on and off. This is > > especially useful for materials that have variable specular levels > > across the surface (brand new car covered in dirt, polished stainless > > steel with brushed portions, etc.). In this case the specular mask > > being applied is a bitmap material with a checkerboard. However, this > > technique will also support semi-transparent materials. > > > With some minor modifications, I think I can get the this demo working > > with a single specular mask that affects specular transparency and > > specular colour across the surface of the object. The current > > implementation doesn't appear to be causing a big hit in terms of > > performance, and I think the specular tinting won't be too much of a > > hog either. > > > How do I go about proposing this as an addition to the future builds > > of Away3D? > > > Thanks again for such a great engine! > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM
