Hey Dave

i think your idea of creating a bitmap material, draw in a coloured block
and then draw a bitmap on top will be a lot faster rendering than using a
composite material, because there will be less triangle drawing operations
when rendering to screen. i wouldn't bother using composite material at all,
even if you need to update the material background color. unless this is
being done every frame, flattening to a single material will always be
faster

Rob

On Thu, Nov 12, 2009 at 10:20 AM, Dave <[email protected]> wrote:

> Just an update, I think I'm going to use a CompositeMaterial as it
> looks like we'll want to have a coloured material and then a bitmap
> material drawn on top.  However, it doesn't look like
> CompositeMaterial's addMaterial() method supports adding
> ColorMaterial's.  Can anybody give me an idea of how I can go about
> this?
>
> I could just make a bitmap material, draw in a coloured block and then
> draw my bitmap on top but I was hoping that making a composite
> material of a colour material and then a bitmap material would
> increase performance.
>
> Thanks,
> Dave
>
>
>
> On Nov 11, 3:28 pm, Dave <[email protected]> wrote:
> > Hi there,
> > Ok I've got a character that's built up of a few different colladas
> > based on answers given by the user.  At the end, appropriate materials
> > are applied to each piece (head, arms/torso and legs).  I'm using a
> > Phong shader which I know is very processor intensive but a normal
> > bitmap material just isn't quite good quality enough.  I searched
> > Papervision tutorials a bit and saw some more options for materials
> > such as Gourard shaders etc but they don't seem to be included in
> > Away.
> >
> > Is there anything inbetween Bitmap and Phong as far as quality versus
> > speed goes that I could try out.  Any other optimization techniques
> > would be handy too.
>



-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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