In Away4 the materials system has been changed and made a lot more versatile. No longer do we have one material per source and shading combined, but materials are now in practice material "sources" (e.g. ColorMaterial, BitmapMaterial, VideoMaterial et c) that only define from where the base texture is taken. Shading has been separated into "methods", and several methods can be composed on top of any material.
The default methods of any material are Blinn-Phong shading methods (DefaultAmbientMethod, DefaultDiffuseMethod and DefaultSpecularMethod) which means that if you don't modify your material settings at all, you will get Phong shading automatically. It does however require you to create at least one light source, and define which light sources affect the material. myMaterial.lights = [ myFirstLight, mySecondLight ]; This is something we've done as an optimization measure. It's simply better to let you decide which lights should affect which material (using logic that makes sense in your particular application) than trying to calculate it inside the engine. This means a little more work for you, but also a lot more control and less headache and performance problems. Cheers /R On May 22, 9:59 pm, wagster <[email protected]> wrote: > Finally getting my teeth into Broomstick - how lovely to have all them > performance constraints swept away overnight! > > Two quick questions... > > 1) Are Phong shading materials going to be included in Broomstick? > > 2) If so, will there be a performance increase or is this not the sort > of thing that Molehill speeds up much? > > If no one has the time to answer this, it's probably because you're > all developing Broomstick 24/7. Which is fine by me - keep going!
