Fabrice <[EMAIL PROTECTED]>
> About the transparency of a 3d member? Do you have a tip on this?

Hi Fabrice,

Making a 3D sprite transparent means making it slow.  The sprite must be
non-directToStage if sprite inks are to work with it.  Non-directToStage
means #software rendering, which can reduce the frame rate to almost
zero, and which may not display all your models as you expect.

You can, however, cheat.  You can create a backdrop for the current
sprite camera that uses (the stage).image, cropped to the 3D sprite's
rect.  Since a directToStage 3D sprite will not appear in (the
stage).image, you will get the image of what is behind the 3D sprite.
If there is animation on the stage which occurs behind the 3D sprite,
you would have to change the image of the backdrop texture once per
frame.  This could again slow you down, but not as much, and you would
still get a good quality image in the 3D sprite.

When creating a texture, you want to use an image whose dimensions are a
power of 2.  For instance: 512 x 256, for a standard 320 x 240 pixel 3D
sprite.  The unused area can be blank: if used for a backdrop, it is
likely not to appear in the sprite anyway.

If you mean "transparency of a 3D model" (rather than member) you might
like to try different settings in the shaders.dcr movie that you can
find at:

>> http://perso.planetb.fr/newton/3D/

To change the colors of a shader, you'll need to download the
-picker.dcr movie which is in the same folder.

Cheers,

James

PS: The shaders.dcr and -picker.dcr both use the OSControls Xtra.
(There are more than two buttons, so Colin will forgive me, won't you?).
This is downloaded automatically into the Xtras folder for your
Shockwave plug-in.  You can download a demo version for authoring from:

>> http://www.peghole.com/xtras/osc_xtra/



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