here's layer via basic renderer btw
http://away3d.googlecode.com/svn/trunk/fp10/Examples/Away3DLite/as/src/ExLayer.as

or are you looking for ownCanvas via lite? that's can be sortObject too
right?
good news is ownCanvas is high in my to do list

hth

2009/10/7 StGabe <[email protected]>

>
> Hi, thanks for the response!
>
> However I don't think your solution works for me.  In both cases I am
> losing sorting data: if an object is in front of the blended object it
> will not render correctly.  Unfortunately this is an important
> assumption for me.  For example in the case of rendering to mesh.layer
> (which only works in FastRenderer, I need BasicRenderer) I can only
> draw the mesh.layer Sprite in front of everything or behind and what I
> actually need is to have it correctly sorted within the scene.
>
> What I need is some way to draw, with blending, directly to the same
> graphics context used by the rest of the render (i.e. in
> BasicRenderer.sortFaces()).  The only way I can see to do this
> requires using a ShaderFill and basically reimplementing UV mapping,
> etc., by hand but I wonder if there are better ideas.
>
> Thanks again for any help you can offer!
>
> On Oct 5, 9:54 pm, katopz <[email protected]> wrote:
> > 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.
> >
> > --
> > katopzhttp://www.sleepydesign.com
>



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

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