Well, it turns out that _cube.ownSession.layer was what I was looking
for! Thanks!

For anyone interested, here's a snippet of what I did :

//render before your manip
view.render();

//get the canvas where the cube is rendered (I'm not sure you can
always assume it's a Sprite, but it works for me)
var canvas:Sprite = _cube.ownSession.layer as Sprite;
var bounds:Rectangle = canvas.getBounds(canvas.parent);

//create a bitmap the size of the canvas and draw it
var bitmap:BitmapData = new BitmapData(bounds.width, bounds.height);

var m:Matrix = new Matrix();
m.translate(-bounds.x, -bounds.y);

bitmap.draw(canvas, m);

// do your bitmap manipulation here

//bmp is a Bitmap instance
bmp.x = bounds.x;
bmp.y = bounds.y;

//add this bitmap to the canvas, and clear what away3D has
rendered
canvas.addChild(bmp);
canvas.graphics.clear();




On Jun 10, 4:47 pm, subb <[email protected]> wrote:
> Thanks for actually reading my original question :)
>
> This seem like the place to look. There's also some methods like
> getSpriteLayer and getShapeLayer on AbstractRenderSession that might
> be related. I guess those objects are set by something external,
> because AbstractRenderSession don't do anything with them.
>
> I will try this when I get home and let you know.
>
> On Jun 10, 6:21 am, Greg209 <[email protected]> wrote:
>
> > A potential way (I think) would be to do something along the lines
> > of.....
>
> >      aBitmapDataOfSuitableSize.draw(_cube.ownSession.layer);
>
> > This should draw the ownCanvas sprite of the Object3D into your
> > bitmapdata. You'll probably need a matrix to the draw to get it to
> > render in the correct location.
>
> > Give it a try and let us know how it goes.
>
> > Greg
>
> > On Jun 10, 9:02 am, Fabrice3D <[email protected]> wrote:
>
> > > oh I see.
> > > To be honest I don't know.
> > > ownCanvas generates internally a sprite holder, the one you want
> > > but if you can access it... will ask Rob if I can reach him.
>
> > > Very often, private/protected/internal items are defined that way, 
> > > because there are other ways
> > > to do some things. What do you want to achieve exactly?
>
> > > Fabrice
>
> > > On Jun 9, 2010, at 10:36 PM, Mexican Seafood wrote:
>
> > > > I think what this guy wants is simply to know how to gain access the
> > > > canvas object directly. Not how to add filters or anything. Am I right
> > > > subb?
>
> > > > And if that's not what HE wants, I still would like to know that
> > > > because that's what I was looking for...
>
> > > > On Jun 9, 3:38 pm, Fabrice3D <[email protected]> wrote:
> > > >> myMesh.ownCanvas = true;
> > > >> myMesh.filters = [new GlowFilter(0x99CC66, 64, 64)];
>
> > > >> etc etc
>
> > > >> Fabrice
>
> > > >> On Jun 9, 2010, at 9:35 PM, subb wrote:
>
> > > >>> Let me put this in other words :
> > > >>> How can I access the canvas object?
>
> > > >>> (I'm using 3.5.0)
>
> > > >>> On Jun 9, 2:43 pm, subb <[email protected]> wrote:
> > > >>>> Well, I know this, but, like I said, I can't use the filters array
> > > >>>> because I want to create a custom filter (unless I use pixel bender,
> > > >>>> but I'm trying not to).
>
> > > >>>> On Jun 9, 1:24 pm, Michael Iv <[email protected]> wrote:
>
> > > >>>>> SURE YOU CAN! Object3D filters  accepts array of filters just like 
> > > >>>>> a regular
> > > >>>>> flash display object.Man there is a lot of examples for this kind 
> > > >>>>> of stuff
> > > >>>>> in the Web . I like Wonderflhttp://wonderfl.net/
> > > >>>>> there are a lot of examples you need there
>
> > > >>>>> On Wed, Jun 9, 2010 at 5:31 PM, subb <[email protected]> wrote:
> > > >>>>>> Well, I've done this step, but I can't access the "canvas" object, 
> > > >>>>>> so
> > > >>>>>> I can't modify it. And I want to create a custom effect using
> > > >>>>>> BitmapData, so I cannot use the filters array.
>
> > > >>>>>> On Jun 9, 10:15 am, Michael Iv <[email protected]> wrote:
> > > >>>>>>> make the object ownCanvas=true , then you can apply any filter 
> > > >>>>>>> you want
> > > >>>>>> and
> > > >>>>>>> create bitmap effects
>
> > > >>>>>>> On Wed, Jun 9, 2010 at 5:12 PM, subb <[email protected]> wrote:
> > > >>>>>>>> Hi,
>
> > > >>>>>>>> I'm trying to apply an effect on the result of the rendering 
> > > >>>>>>>> pass and
> > > >>>>>>>> I was wondering if there was an API for this.
>
> > > >>>>>>>> Basically I want to capture the result of the rendering (ex: the
> > > >>>>>>>> projected (2D) representation of a cube) in a bitmap and modify 
> > > >>>>>>>> that
> > > >>>>>>>> bitmap. I want to do this at the object level (on a cube, model, 
> > > >>>>>>>> etc),
> > > >>>>>>>> not on the view.
>
> > > >>>>>>>> Basically, I want the same functionally that the filters array
> > > >>>>>>>> provide, but with custom bitmap filter (not pixel bender).
>
> > > >>>>>>>> If it's not possible with the current code, where should I look 
> > > >>>>>>>> for
> > > >>>>>>>> adding this functionality?
>
> > > >>>>>>>> Thanks!
>
> > > >>>>>>> --
> > > >>>>>>> Michael Ivanov ,Programmer
> > > >>>>>>> Neurotech Solutions Ltd.
> > > >>>>>>> Flex|Air
> > > >>>>>> |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://
> > > >>>>>>www.meetup.com/GO3D-Games-Opensource-3D/
> > > >>>>>>> Tel:054-4962254
> > > >>>>>>> [email protected]
> > > >>>>>>> [email protected]
>
> > > >>>>> --
> > > >>>>> Michael Ivanov ,Programmer
> > > >>>>> Neurotech Solutions Ltd.
> > > >>>>> Flex|Air 
> > > >>>>> |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://www.meetup...
> > > >>>>> Tel:054-4962254
> > > >>>>> [email protected]
> > > >>>>> [email protected]

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