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!

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