Thanks for explanation, Rob.
The texture is quite simple : black color with no bitmap, no bump ;
the only effect to be rendered is specular. So can the normal map be a
single colored bitmap ?

I'm not sure about how to create/use normal maps : from a blender
tutorial the created normal map seems to be function of camera
orientation when high res object is rendered, but how to get a normal
map to be applied to a real 3d object which will be viewed from
everywhere around, ie not applied to a simple plane ?
Please have a look at : http://www.web-attitude.fr/flash/webattitude.html
(move the sheet if 3d object is not visible), collada doesnt load with
x86_64 linux flashplayer, so please use 32bit plugin or standalone if
you're using linux.

have a good day,
thomas


On 12 sep, 00:54, Rob Bateman <[email protected]> wrote:
> phongmaterial is slow when using an object made out of many meshes and
> triangles, because of the extra work being done by the material layering
> necessary to create the phong effect
>
> in contrast, the dot3bitmapmaterial in 3.3 uses no layers, so should be a
> lot faster by comparison. but this requires a normalmap which is an encoding
> of the surfaces normals of the object in a separate bitmap image. this is
> combined with the texture map to produce the lighting seen in the mustang
> demo.
>
> explaining normal maps is probably not something easily done in a single
> mail, but any 3d game designer worth his salt should be able to produce them
> using modeling software. you could also check out our NormalMapGenerator
> class in materials.utils, that can create a normalmap image from existing
> geometry and a heightmap texture
>
> hth!
>
> Rob
>
>
>
> On Tue, Sep 1, 2009 at 10:43 PM, webattitude <[email protected]> wrote:
>
> > Arent there so much hight fps examples with reflections, speculars or
> > so... ?
> > The rendered object I use is yet simple and small in animation (a
> > hundred pixels wide).
> > BTW, what is the dot3bitmapmaterial used in mustang demo (http://
>
> >www.infiniteturtles.co.uk/projects/away3d/demos/NormalmappedMustang/A...
> > )
> > ? angles are smooth there...
>
> > ---
> > thomas
>
> > On 28 août, 16:32, Peter Kapelyan <[email protected]> wrote:
> > > The fps you are getting sound "about" right with dynamic shading. Did you
> > > try the Cache materials? It's the same material just "Cache" at the end,
> > it
> > > only renders once, so all the power is given back to the engine to render
> > > your 3,000+ faces without lights.
>
> > > -Pete
>
> > > On Fri, Aug 28, 2009 at 9:12 AM, webattitude <[email protected]>
> > wrote:
>
> > > > Furthermore the file is zipped and embedded in swf.
> > > > Also, the standalone flashplayers work fine but not iceweasel x86_64
> > > > plugin which is stucked at parsing.
>
> > > > ---
> > > > thomas
>
> > > > On 28 août, 14:21, webattitude <[email protected]> wrote:
> > > > > Hi,
>
> > > > > I've created and bones-animated a 3d object with blender (3080 T
> > > > > elements from a3d stats). I'm using a3d 3.3 and I've imported the
> > > > > collada file into a simple app. Then I've added a phong material. I
> > > > > use an enterframe handler to animate the object : "animation.update
> > > > > (timestamp/1000);".
> > > > > The animation runs at 4fps max with a debug swf or 8fps with release
> > > > > build.
> > > > > With a shadingColorMaterial fps goes up to 6fps and 14fps.
> > > > > Are such low fps expectable ? If so why ? flashplayers I use are
> > linux
> > > > > versions.
>
> > > > > ---
> > > > > thomas
>
> > > --
> > > ___________________
>
> > > Actionscript 3.0 Flash 3D Graphics Engine
>
> > > HTTP://AWAY3D.COM
>
> --
> Rob Bateman
> Flash Development & Consultancy
>
> [email protected]

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