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
