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
