try

http://code.google.com/p/away3d/source/browse/branches#branches/lite

and

http://code.google.com/p/away3d/source/browse/branches/lite/src/ExSphereNormalMap.as

but! it'll break any primitive that use quad face at present sry ;p
like this

http://away3d.googlecode.com/svn/branches/lite/bin/ExSphereNormalMap.swf

good news is any .obj should be work fine

so try build some cube.obj (if cube6 didn't seem to be working)
any patch is welcome, i'm get no more free time for this yet ;/

hth

2010/1/14 Norman McGarry <[email protected]>

> The cubes rotate and move around so that wont work. The light is in
> the same spot as the camera.
>
> Correct me if I'm wrong, but all I need to do is understand the normal
> of each face to the camera/light and then affect the material for that
> face... is that right? Can anyone provide any direction on how to do
> that or correct me if that is wrong?
>
>
> On Jan 13, 2:13 pm, Pierre Karadia <[email protected]> wrote:
> > why not bake the lighting into the materials.. you did say it way basic
> > lighting ;)
> >
> > not doubt the quickest way
> >
> > hth
> >
> > Pierre
> >
> >
> >
> > Norman McGarry wrote:
> > > So I know that Away3DLite doesn't have any lighting built in yet
> > > (correct me if I'm wrong), but I need something extremely simple. The
> > > client came to me with a request for some basic lighting, and I REALLY
> > > don't wanna redo the whole thing in Away3D rather than lite if I don't
> > > have to.
> >
> > > The project is just a scene with a bunch of cubes. I want to apply
> > > some basic lighting to the cubes affecting the darkness of each side.
> > > Can anyone give me a simple solution even if it is just a hack to do
> > > this? I'd rather not switch all my code over if there is a workaround
> > > or a simple way to do this. Thanks!
>



-- 
katopz
http://www.sleepydesign.com

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