you got 2 options for now1. set layer for mesh and use blendmode via layer

> mesh.layer = new Sprite();


2. apply blendmode to Sprite and draw to texture via bitmapdata

> mesh.material.bitmap = bitmapData


tell me again if that not what're you looking for

hth

2009/10/6 StGabe <[email protected]>

>
> I really like Away3d Lite and I'm working on something where I'm
> seeing some significant performance gains with Lite over the regular
> version.
>
> Here's the problem: I need to set the blendMode for each mesh.  I have
> some additive blended meshes that will intersect with other meshes (so
> I can't use FastRenderer).  I've looked over the engine code a bit and
> I suspect I know the answer already but is there a way for me to get
> blendModes working on each individual mesh or material?
>
> It seems like the easiest way to do this is to have things like Away
> 3d, non-lite with every poly mapping to a sprite but that seems likely
> to kill a lot of the performance gains.  Possibly it could be done
> with a Pixel Bender shader that implements UV mapping and blending?
> Any other ideas?  I'm willing to do the work myself but I'm not sure
> what the best path for that would be.
>
> Thanks!
>
> P.S. another question: I'm still figuring out what can be done with
> Pixel Bender but has anyone considered trying to implement a depth
> buffer with Pixel Bender?  Seems like it would be possible but, like I
> said, I'm not really that well-versed in its capabilities.




-- 
katopz
http://www.sleepydesign.com

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