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
