Thats probably the well known issue of righthanded to left handed system.
that is if you see a flipped map
if this is a lightmap issue, say renderings shows the light coming from another 
position,
I've added to Prefab on normalmap renderer a "invert x", which basically 
inverses the normal x at the vertexes.

in case you do not want use Prefab to render the map, you simply can apply a 
colorshift like this:
var ct:ColorTransform = new ColorTransform(-1,1,1,1,255,0,0,0);

apply or draw this transform to your (destination) map.

Fabrice


On Feb 10, 2010, at 12:03 AM, Sylvain Godbert wrote:

> Hi,
> 
> Now it is working.. sort of. Problem now is that the faces that are
> lighted are not the ones directed to the light.
> 
> I made an object-space normal map for my cube. What I did is that :
> 1 - Made a cube with blender and an objet-space normal map
> 2 - Saved the geometry (including uv) using the "obj" exporter
> 3 - Used Prefab to convert my geometry into an as file
> 4 - Instanciated my objet, loaded the map and created my
> PhongPBMaterial object
> 
> It seems that, for some reasons, the orientation of the object does
> not match with the coordinate of the texture. Any idea how I can fix
> that ?
> 
> Sylvain
> 
> 
> On 8 fév, 10:20, Sylvain Godbert <[email protected]> wrote:
>> Hi,
>> 
>> Thanks again
>> You are spot on. Indeed I was using a linear normal map. I will give
>> it a go with an object space map.
>> 
>> Sylvain
>> 
>> On 8 fév, 00:00, David Lenaerts <[email protected]> wrote:
>> 
>>> Hi again!
>> 
>>> Looks to me you're using a tangent space normal map rather than an object
>>> space one, which is required for these pb shaders. Using tangent space maps
>>> will make the shader think all faces are in the same direction :-)
>> 
>>> Cheers!
>>> David
>> 
>>> On Sun, Feb 7, 2010 at 10:05 PM, Sylvain Godbert
>>> <[email protected]>wrote:
>> 
>>>> Hi David,
>> 
>>>> Tks for your reply.
>> 
>>>> I forgot to mention that the whole cube gets black (including the back
>>>> face where the light is directed to).
>>>> I put the demo online so that you undertand what I am on about (http://
>>>> www.sylvaingodbert.net/away3d/).
>> 
>>>> Cheers
>> 
>>>> Sylvain
>> 
>>>> On 7 fév, 20:30, David Lenaerts <[email protected]> wrote:
>>>>> Hi Sylvain,
>> 
>>>>> Makes perfect sense to me for a point light that's placed behind the cube
>>>> to
>>>>> cause completely dark sides (since they're pointed away from the light,
>>>>> there's no way a ray starting from the light's position could reach that
>>>>> side of the faces). What you could do is to try and add an ambient light
>>>> to
>>>>> the scene in addition to the point light, and see if that helps.
>> 
>>>>> Cheers,
>>>>> David
>> 
>>>>> On Sun, Feb 7, 2010 at 1:36 PM, Sylvain Godbert
>>>>> <[email protected]>wrote:
>> 
>>>>>> Hi all,
>> 
>>>>>> I made a little demo using "PhongPBMaterial". I have a simple cube
>>>>>> that has a diffuse texture and a normal map texture. I made a
>>>>>> PointLight3D light orbiting around this cube.
>> 
>>>>>> The weird thing is that when the light goes behind the cube, the
>>>>>> entire cube gets no light at all (the cube becomes pitch black and
>>>>>> therefore disappears)
>> 
>>>>>> The code to instanciate my cube and the material is the following :
>> 
>>>>>> var normalMap = new _Texture_bois_nmp().bitmapData;
>>>>>> var diffuseMap = new _Texture_bois().bitmapData;
>>>>>> _phongShaderMaterial = new
>>>>>> PhongPBMaterial( diffuseMap,normalMap,_Cube,null,{specular: 0.5,gloss:
>>>>>> 20,smooth : true});
>> 
>>>>>> _Cube = new Cube();
>>>>>> _Cube.width = 150;
>>>>>> _Cube.height = 80;
>>>>>> _Cube.depth = 80;
>>>>>> _Cube.material = _phongShaderMaterial;
>>>>>> _View.scene.addChild(_Cube);
>> 
>>>>>> The declaration of the light is done like this :
>> 
>>>>>> _pointLight = new PointLight3D({color: 0xffeedd});
>>>>>> _View.scene.addChild(_pointLight);
>>>>>> _pointLight.brightness = 0.8;
>>>>>> _pointLight.specular = 0.5;
>>>>>> _pointLight.radius = 56000;
>>>>>> _pointLight.fallOff = 60000;
>>>>>> _pointLight.x=-150;
>>>>>> _pointLight.z = -200;
>> 
>>>>>>  Am I missing a parameter somewhere that I should set? Like :
>>>>>> "cube.getsLightWhenLightIsBehind=true" :) ?
>> 
>>>>>> Sylvain
>> 
>>>>> --http://www.derschmale.com
>> 
>>> --http://www.derschmale.com

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