Hey Jonathan

i see what you mean, but this is an unfortunate incompatibility between
phong shading and frustum clipping (and will also affect any other
triangle-slicing algorithm such as Renderer.INTERSECTING_OBJECTS)

a solution would be to use the dot3bitmapmaterial for shading, which doesn't
suffer the same incompatibility.

Rob

On Wed, Dec 2, 2009 at 5:45 AM, Jonathan Dumaine <[email protected]
> wrote:

> This looks like a bug to me.
>
> The set up:
>
> view = new View3D({"stats":true, camera:camera, clipping: new
> FrustumClipping({minZ:10}), renderer: Renderer.CORRECT_Z_ORDER});
>
> var light:DirectionalLight3D = new DirectionalLight3D({color:0xFFFFFF,
> ambient:0.25, diffuse:0.75, specular:0.9});
>                                light.x = 100;
>                                light.z = 500;
>                                light.y = 1000;
>                                light.debug = true;
>                                view.scene.addChild(light);
>
> cube = new Cube({width:500, height:50, depth:1000, material:new
> phongBitmapMaterial(Bitmap(_source).bitmapData, {shininess:100,
> smooth:true, precision:2}),                     ownCanvas:true});
>
> Run it. With the frustum clipping on you get a bunch of weirdness.
> Without the frustrum clipping you get normal phong shading. It just so
> happens in the application I set this up in I need to get down and
> dirty with the cube so clipping is a must. Any ideas?
>
> If you can't reproduce this let me know, I'll supply an example.
>



-- 
Rob Bateman
Flash Development & Consultancy

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

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