Hi Richard - I'd got that working using the examples, but now I actually understand what the hell is going on!
Thanks for explaining - sounds like a much more sensible approach. On May 23, 4:51 pm, richardolsson <[email protected]> wrote: > 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!
