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
>



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