FYI: I did end up just adding new Sprites (actually Shapes) to create a new layer for each blended poly and that wasn't as a big of a performance hit as I thought it might be so I'm probably going to just go with that.
On Oct 7, 3:34 pm, StGabe <[email protected]> wrote: > 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
