A good example of what I would want to do is a scene with the
following:
// sphere1, at (0,0) with radius 50
var sphere1:Sphere = scene.addChild(new Sphere(new
WireColorMaterial
(0x555555), 50, 10, 10)) as Sphere;
sphere1.x = 0;
sphere1.canvas = view.addChild(new Sprite()) as Sprite;
// sphere2, at (50,0) with radius 75
var sphere2:Sphere = scene.addChild(new Sphere(new
WireColorMaterial
(0x555555), 75, 10, 10)) as Sphere;
sphere2.x = 50;
sphere2.canvas = view.addChild(new Sprite()) as Sprite;
sphere2.canvas.blendMode = BlendMode.ADD;
In this case it is not enough to sort by object, I need to sort by
each individual poly. In ExCanvas, arguably the spheres are not
rendering correctly as they should not be culling the back polys
(because these polys will actually be seen through the front, additive
polys). Unfortunately I can't show you a good example from my project
but I am working with very complex models where the above situation is
not uncommon.
I experimented with creating a ShaderMaterial and trying to implement
a Pixel Bender shader to create a shaderFill with UV-maping and
blending. Unfortunately this did not work as I could not find a way
to read the value of the target pixel, within the destination Graphics
object, in order to perform blending.
Thanks!
On Oct 7, 6:49 am, katopz <[email protected]> wrote:
> good news! canvas is there! try chk
> ;)http://away3d.googlecode.com/svn/trunk/fp10/Examples/Away3DLite/as/sr...
>
> examplehttp://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
>
> --
> katopzhttp://www.sleepydesign.com