Try it on a sphere or something that's not a cube or plane, phong was always screwy on a cube/plane.
-Pete On Thu, Jul 23, 2009 at 5:09 PM, aleph1 <[email protected]> wrote: > > 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 > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
