Also confirmed that this happens both with the Dot3BitmapMaterialF10
and Dot3BitmapMaterial materials.
Also tried using one of the tutorial normal maps to rule out mine
being 'odd' in some way - same behaviour.

Mark

On Dec 24, 11:17 am, MarkC <[email protected]> wrote:
> I should have added, that if I use a PhongMaterial then the rendering
> is correct with respect to both the shadows and the color applied to
> the Moon.
>
> Regards
> Mark
>
> On Dec 24, 10:16 am, MarkC <[email protected]> wrote:
>
> > Now I finally have my Dot3BitMapMaterial working (thanks Fabrice) I
> > have hit another problem...
>
> > I am using a DirectionalLight3D to illuminate you Moon sphere, here it
> > is with the default white light colour applied:
>
> >http://groups.google.com/group/away3d-dev/web/Capture_White.jpg
>
> > If I change the .color of the directional light (in this case I have
> > set it to 0xFF00D0 - which is a bright purple/magenta colour) then two
> > unexpected things happen. Firstly the shadow is no longer rendered
> > correctly, and secondly the colour applied seems to be the inverse of
> > light source?
>
> > Here is the render with the only change being the light source color
> > set to 0xFF00D0:
>
> >http://groups.google.com/group/away3d-dev/web/Capture_Shaded.jpg
>
> > The relevant bits of code are:
>
> >   sun = new DirectionalLight3D({color:0xFFFFFF,brightness:1.2,ambient:
> > 0.1,diffuse:0.9,specular:0});
> >   var moonMaterial:Dot3BitmapMaterialF10 = new Dot3BitmapMaterialF10
> > (Cast.bitmap(moonMap0),Cast.bitmap(normalMap));
> >   moonMaterial.shininess = 0;
> >   moonMaterial.specular = 0;
>
> > Anything obvious I am doing wrong?
>
> > Thanks
> > Mark

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