oh well, hope you luck with that then and plz show what you got when finish,
i've to move to next todo list btw ;)

cheers

On 08/10/2009, StGabe <[email protected]> wrote:
>
> 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


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

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