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
