Hi David,

1 -
Indeed, setting it to false did the trick. Thanks !

2 - For the transparent issue, that is indeed really weird. I did some
investigation and realized that this bug only occurs on one of my pc
(vista + flash 10,0,45,2 ). It did not occur on my work laptop and my
other pc (Xp, flash 10.0.32.18). I will do more investigation to spot
where the bug comes from(i.e. OS version or flash player). I will let
you know when I know

Cheers

Sylvain

On 25 fév, 12:29, David Lenaerts <[email protected]> wrote:
> Hi Sylvain,
>
> Sorry for the delay, I was at FITC.
>
> 1. That's because your vertex normals are interpolated by the
> TangentToObjectMapper.
> It averages out the normals to approximate a smoothly curved surface, while
> in this case it should not. Easily fixed by setting
> TangentToObjectMapper.transform(_NormalBitmap.bitmapData,
> _Cube, false); (--> last parameter = false)
>
> 2. I'm still not sure what you mean with transparency, I can't see it. I do
> see seems in the normal map texture which can occur with
> TangentToObjectMapper in cases where uv-mapping is not continuous. If you
> pre-calculate the normal maps and touch them up in Photoshop or so, it
> should be better. You can also pregenerate them in Prefab.
>
> 3. Very odd, it looks normal here. Can anyone confirm the issue?
>
> Cheers,
> David
>
> On Sun, Feb 21, 2010 at 7:08 PM, Sylvain Godbert
> <[email protected]>wrote:
>
>
>
> > Hi,
>
> > I made the following demo to explore the CubicEnvMapPBMaterial
> > material  http://www.sylvaingodbert.net/away3d/. I have come across
> > the following issues :
>
> > 1 - The way the landscape reflects on the faces of the cube looks
> > kinda weird. I think this has to do with the way the object-space
> > normal map was mapped onto the cube. I am not sure, though.
>
> > 2 - All the objects look a bit transparent, especially when
> > envMapAlpha is small. For the cylinder this issue is pretty obvious.
>
> > 3 - The skybox is also transparent. If you look at the sky you will
> > see the triangles.
>
> > Any idea on these 3 problems ?
>
> > Note 1 : The material is created in the following way :
>
> > var NormalBitmapdata:BitmapData =
> > TangentToObjectMapper.transform(_NormalBitmap.bitmapData, _Cube,
> > true);
> > _CubicEnvMapPBMaterial =  new
> > CubicEnvMapPBMaterial( NormalBitmapdata,NormalBitmapdata,_Faces,_Cube,
> > {smooth: false,envMapAlpha: _EnvMapAlpha});
> > _Cube.material  = _CubicEnvMapPBMaterial;
>
> > Note 2:  on all the objects the normal texture is also applied as
> > diffuse texture.
>
> > Sylvain
>
> --http://www.derschmale.com

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