The Wings, WingNormal, etc.. How were they added? Using the [Embed] tag or
through the library in the Flash IDE.
In case of the [Embed] tag, you'd need to pass new Wings().bitmapData
because it extends Bitmap rather than BitmapData.

Oh, and btw, the fresnel material doesn't use any lights.

On Thu, Aug 5, 2010 at 2:04 PM, mikerz <[email protected]> wrote:

> Thanks for the fast responses...
>
> I generated the normal map and gave my own bitmap for the
> environmental bitmapdata. I traced out all parameters used in the
> constructor...
> Skin: [object Wings] Normal: [object WingNormal] Environmental:
> [object Stars] Mesh: Wings: x:36 y:0 z:3
>
> The first 3 are all bitmapdata.
>
> I got this working briefly on another model, but that was another
> time. Is there a specific order things need to be done in? At this
> point, the model is already on the stage with all lighting when I
> create this material.
>
> On Aug 5, 7:53 am, David Lenaerts <[email protected]> wrote:
> > Hey mikerz,
> >
> > Are you sure you're providing all the necessary BitmapData's in the
> > constructor, and not just null (for normal map or environment map for
> > instance)?
> > In the blogpost introducing the material, there's an example of how to
> use
> > it, maybe it helps:
> http://www.derschmale.com/2010/04/21/fresnel-reflective-shading-with-...
> > (there's
> > a link to source somewhere :) ).
> >
> > Hope it helps!
> > David
> >
> >
> >
> >
> >
> > On Thu, Aug 5, 2010 at 1:46 PM, mikerz <[email protected]> wrote:
> > > I'm getting an error if I try to use this material :
> > > ArgumentError: Error #2004: One of the parameters is invalid.
> > >        at flash.display::ShaderJob/start()
> > > at SinglePassShaderMaterial/updateRenderBitmap()[C:\Users\Michael
> > > \Desktop\satellite\away3d\materials\SinglePassShaderMaterial.as:35]
> > >        at
> > > away3d.materials::TransformBitmapMaterial/updateMaterial()[C:\Users
> > > \Michael\Desktop\satellite\away3d\materials\TransformBitmapMaterial.as:
> > > 32]
> > >        at PixelShaderMaterial/updateMaterial()[C:\Users\Michael\Desktop
> > > \satellite\away3d\materials\PixelShaderMaterial.as:30]
> > >        at away3d.core.base::Mesh/updateMesh()[C:\Users\Michael\Desktop
> > > \satellite\away3d\core\base\Mesh.as:532]
> >
> > >  I've checked all my inputs and I've dug into the relevant classes,
> > > tracing out whats going on in those areas... I just don't know enough
> > > about this kind of issue to investigate further. Any help?
> >
> > > Note, I am applying this material to an UV-mapped and skinned AWD Mesh
> > > that works fine in Prefab and I have both a directional and point 3d
> > > light.
> >
> > > Any help appreciated
> >
> > --
> > David Lenaerts
> > Flash platform developerhttp://www.derschmale.com
>



-- 
David Lenaerts
Flash platform developer
http://www.derschmale.com

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