No lights? interesting! Well, they shouldn't hurt.. right? I've embedded into the library for simplicity's sake (and because using the tag has been inconsistent in my setup).
I'm pretty stumped, I've found no nulls or undefined... Using CS5 IDE On Aug 5, 8:07 am, David Lenaerts <[email protected]> wrote: > 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 developerhttp://www.derschmale.com
