It was expensive on cpu because the code was doing too much of the compositing 
on its own, every render and it was far from optimized.
Back in 2007, having bumpy shiny surfaces in Flash was hot and very 
experimental. Very fun and challenging flash period.

now, looking at your sources, just use the alpha channels to composite and use 
the results as as diffusemaps.

Fabrice


On May 9, 2011, at 6:07 PM, Boby wrote:

> "too expensive" means it was using too much ram ?
> 
> Currently i'm just using png with alpha channel but i was thinking
> maybe it would be heavyless to use a simple jpg as texture and a
> little alphamask to give the alpha channel.
> 
> In my current project i have :
> https://lh4.googleusercontent.com/_TZk2DPzFiEc/TcgIFkjhvuI/AAAAAAAAABE/hF0PdDCJWOI/exemple.jpg
> https://lh4.googleusercontent.com/_TZk2DPzFiEc/TcgIFnndQ6I/AAAAAAAAABI/8DFRPkeBYcc/exemple2.jpg
> 
> The rock texture for the two meshes is the same jpg but the PNG used
> for the gradient border is different for each of them :
> 1) 
> https://lh5.googleusercontent.com/_TZk2DPzFiEc/TcgK3wEJXnI/AAAAAAAAABg/qC9xjhix1fY/1.png
> 2) 
> https://lh6.googleusercontent.com/_TZk2DPzFiEc/TcgK4BAdVjI/AAAAAAAAABc/bc5h_1BtQ9s/4.png
> And there are a lot of them not visible on my screenshot (
> https://lh5.googleusercontent.com/_TZk2DPzFiEc/TcgK4RuTcZI/AAAAAAAAABk/FTOnzg4SXPQ/7.png
> https://lh5.googleusercontent.com/_TZk2DPzFiEc/TcgK3-btVfI/AAAAAAAAABY/GLl5ehQrMgE/33.png
> )
> 
> Anyway, it works pretty well but i was thinking it would be better
> with just one grass texture, one rock texture and a lot of little
> alphamaps which would be lighter than my "big PNG grass border".
> I don't know if i'm understandable (i do my best) so i draw a schema
> of what i actually did and what i would like to be able to do :
> https://lh5.googleusercontent.com/_TZk2DPzFiEc/TcgIF9DxovI/AAAAAAAAABM/OJUKCT_8qTM/explication.jpg
> 
> I have a lot of ideas to use such a thing.
> 
> On May 9, 3:26 pm, Fabrice3D <[email protected]> wrote:
>> ah yes, good ol' times... :))
>> in fact this class never made it to svn, it was too expensive.
>> 
>> What do you try to do exactly?
>> 
>> Fabrice
>> 
>> On May 9, 2011, at 2:41 PM, Boby wrote:
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>>> There is that posthttp://away3d.com/away3d-bump-maskbut it dates
>>> from 2007 and the class "new Bump(mybumpsource, mylightmap, mymode,
>>> mymask, true);" doesn't exist anymore :/

Reply via email to