you could try prebake in Prefab the final lightning, reusing the light position 
from your scene
and replace the material just before the end of the scrambling...
Or use dot3dmaterial...

Fabrice

On Jan 15, 2010, at 4:28 PM, Norman McGarry wrote:

> Thanks for the reply! This does seem to help, but it kind of kills the
> performance.
> 
> 
> 
> On Jan 15, 6:11 am, Fabrice3D <[email protected]> wrote:
>> might be related to caching, try view.forceUpdate = true
>> 
>> fabrice
>> 
>> On Jan 15, 2010, at 1:10 AM, Norman McGarry wrote:
>> 
>> 
>> 
>>> Hi,
>> 
>>> I posted a few days ago about about Away3DLite lighting. Well, I ended
>>> up converting the project over to the FP10 Away3D instead. The clients
>>> were too picky and our scene is really only a bunch of cubes, so
>>> performance shouldn't be too much of an issue.
>> 
>>> As a recap, the scene is just a bunch of cubes that get shaken around
>>> and land in particular spots after being shaken. To make it simple,
>>> the cubes have letters and they form words after being shaken around.
>> 
>>> I am using a WhiteShadingBitmapMaterial to add some basic lighting to
>>> my cubes. This works and looks great, except it seems to flicker
>>> slightly after the cubes have settled for a second. It is like the
>>> engine is unsure about the correct lighting and it somewhat adjusts a
>>> few times before it gets it right. Does this make sense? Has anyone
>>> any idea what this could be? I'm using a DirectionalLight3D.
>> 
>>> Thank you!

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