good news! canvas is there! try chk ;) http://away3d.googlecode.com/svn/trunk/fp10/Examples/Away3DLite/as/src/ExCanvas.as
example http://sleepydesign.com/labs/as3/Away3DLite/ExCanvas.html <http://sleepydesign.com/labs/as3/Away3DLite/ExCanvas.html> don't forget to update last svn too! 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
