Are there any code samples that show how to do this? I just get a white
rectangle when I try to load BitmapData into a CubeMap
-----Original Message-----
From: Fabrice3D
Sent: Monday, February 28, 2011 6:13 PM
To: [email protected]
Subject: Re: [away3d] Re: broomstick branch: events or signals?
you miss the idea I think:
having dedicated reflection cubicalmaps per objects taken from object
position are giving a way better realistic look.
plus you even can have the objects in the scene, already reflecting burned
into each dedicated map.
Its way more than a 360 background.
FYI There is a automatic load for jpg and png as well.
Fabrice
On Mar 1, 2011, at 12:14 AM, Brian Bosak wrote:
I still prefer the old-fashioned method of loading Materials into a
SkyBox. That way, I could just have the image load in the background
without writing any custom image loading handlers (for downloading large
image files from a URL)
-----Original Message----- From: Fabrice3D
Sent: Monday, February 28, 2011 2:52 AM
To: [email protected]
Subject: Re: [away3d] Re: broomstick branch: events or signals?
note that The prefab cubic renderer allows you to render object specific
cubic maps.
where each object "reflects" from its own location.
so till Prefab can handle more geometry, if your objects are no that big,
you should be able to produce very realistic sceneries
at a great ease.
Fabrice
On Feb 28, 2011, at 9:34 AM, Jerome wrote:
Yep, Alpha or Incubator version. Adobe went public with molehill a lot
sooner than anyone expected and with little to no warning to the
frameworks devs.
Skyboxes are not only super easy to create in broomstick, but they
also don't add any geometry! It's a 3 step process:
- load or embed the images
- create a CubeMap with the 6 images
- create a skybox using that cubemap.
You can then recycle that cube map for reflections, ambient lighting,
etc...
If you want to use a single image you just need to copy the bitmapData
from the 6 panels to the CubeMap constructor.
Signals would be great, I agree. But that would create a dependency,
which is always an issue. Since Away3D is open source, maybe we can
put together a signals branch!
:)
On Feb 28, 8:06 am, Michael Iv <[email protected]> wrote:
Those who want signals can check Alternativa3D though only in a month ;)
On Mon, Feb 28, 2011 at 10:03 AM, Fabrice3D <[email protected]> wrote:
Alpha is the state.
Features will be added and restored as we go.
Fabrice
On Feb 28, 2011, at 4:57, "Brian Bosak" <[email protected]>
wrote:
And I was wondering why so many features from Away3D 3 have been
removed?
Such as BSP, SkyBoxes are not as easy to create as they used to be, and
MovieMaterial was pretty much essential for some projects. What
happened to
that? I was expecting that it would be a little bit easier to port an
existing project.
-----Original Message----- From: Vic
Sent: Sunday, February 27, 2011 9:39 PM
To: Away3D.dev
Subject: [away3d] broomstick branch: events or signals?
Hi,
I was thinking that version 4 of as3 would move away from using
events, and instead consider as3signals?
--
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net
Tel:054-4962254
[email protected]
[email protected]