Sure, the source code?
www.mikerz.com/SatMain.as
it's a pretty simple demo atm

On Aug 5, 9:27 am, David Lenaerts <[email protected]> wrote:
> It's actually a variation on the environment map shaders, hence no lights,
> only map-reflections ;)
> Could you perhaps upload a basic version of what you're trying to do? Like
> this, I have no idea what it could be.
>
>
>
>
>
> On Thu, Aug 5, 2010 at 2:09 PM, mikerz <[email protected]> wrote:
> > 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
>
> --
> David Lenaerts
> Flash platform developerhttp://www.derschmale.com

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