I've installed version 152 yet. I think a bug has been filed...

On 2 oct, 14:58, Fabrice3D <[email protected]> wrote:
> Have you try install latest 152 air?
> thats often a reason why the apps doesn't install
>
> fabrice
>
> On Oct 2, 2009, at 2:49 PM, webattitude wrote:
>
>
>
> > The app you did is really awesome, using prefab would be great and
> > would be definitely a great improvement in workflow, but unfortunately
> > I cant install air apps... there seems to be a problem with recent
> > x86_64 amd cpu and air installer... :(
>
> > thomas
>
> > On 2 oct, 13:26, Fabrice3D <[email protected]> wrote:
> >>> I'm not sure about how to create/use normal maps
>
> >> you can do this the easy way now...www.closier.nl/prefab
>
> >> Fabrice
>
> >> On Oct 2, 2009, at 12:50 PM, webattitude wrote:
>
> >>> 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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