Excellent. So are we still talking (structure-wise) the idea of making two separate planes that are tied to each other within a group. Of course I'm assuming here that a group (ObjectContainer3D) will allow me to relatively position my images regardless of the greater stage.
And how do you propose doing the flip and mask thing? Are you thinking that I load the bitmap from the url passed separately (hence your mentioning of a lower quality version of the image) and do regular Flash transforms on it or still map it onto a 3D object and do the flip that way? I'm trying to make the 3D part as simple as possible because currently, each individual plane (image) has various positioning and rotation properties, all of which are tweened using a disgusting but simple enterFrame 'prop += (targetProp - prop) * 0.1' style thing. As such, I don't want to make the new 3D objects that'll happen when I come to add the reflections too awkward to mess with. As I was saying, ideally I'd replace the single plane I'm now tweening and positioning with a new single object which will now contain two planes. Does that make sense as the easiest thing to do? Thanks Peter for the reply. On Dec 14, 4:56 pm, Peter Kapelyan <[email protected]> wrote: > I would go with the flipped image + gradient mask, it's probably the fastest > performace you'd get, and you can probably get away with a blurred, lower > res bitmap for the reflection. > > -Pete > > > > On Mon, Dec 14, 2009 at 11:44 AM, Al <[email protected]> wrote: > > During my time waiting here for approval to post I've been looking > > around about how is best to do reflections and as far as I can see > > it's a case of either duplicating a view and getting two cameras and > > some other stuff that sounds way too complex or duplicating each > > object I want to reflect and (possibly) grouping it with its parent > > object. Another possibility was get the final composited image of a > > view and stick that somewhere using the view.canvas method or the > > newer view.getContainer or something like that. > > > Anyway, here's my specific problem. I'm implementing a kind of picLens- > > type gallery. This my first Away3D project and actually my first > > proper go at having a go at AS3 from just classes (rather than a lot > > of tie-in with Flash IDE and timelines, etc.) > > > I've implemented the piclens-type thing by loading each (dynamic, > > passed in through flashvars) bitmap using a BitmapFileMaterial (thanks > > for that Away3D devs, very useful!) and applying the material to a > > plane. And then making a new plane with a new BitmapFileMaterial for > > the next image, etc. > > > I have all that working, and I can even use keyboard left/right to > > browse the line and the currently selected picture stands out and > > rotates towards the camera a bit too, looks great. > > > I've now come across the brick wall that is generating reflections > > (with fade!) for each thumbnail. As I said above I think I'm looking > > at the easiest way of doing this to be actually making two planes for > > every image, setting each plane's material to be the same loaded file > > (whether I can do that with one BitmapFileMaterial instance or not > > isn't a big deal and I can sort that out myself) and then flipping the > > bottom one somehow (scaleX/Y/Z = -1 or similar?) and then applying > > some kind of filter or mask to fade it, and then grouping the two and > > where I now move the single plane (for left/right, I couldn't work out > > how to do it by moving the camera!), I'll now move the group. > > > So does this make sense to anyone and also am I going about it the > > right way? > > > In addition to that, would it be possible, instead of creating two > > BitmapFileMaterial instances (or using one on two objects if that's > > possible), to use some kind of rendered composite of the plane for the > > reflections? I think this may have been hinted at in another post I > > read. Something about using the ownCanvas property or something? > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM
