[Papervision3D] Smart Textures
Carlos Lunetta
carlos.lunetta at gmail.com
Mon Apr 2 21:01:58 EDT 2007
<cheerleaders>
RC2!! RC2!! RC2!! RC2!!
</cheerleaders>
Ralph Hauwert wrote:
> Arne,
>
> You are spot on 100%. We didn't do this flag wise, and won't do that.
> Instead, we now have smart materials. This is how the new textures and
> shaders will work in RC2, and this is exactly how you will be enabled
> to write your own materials. You will be provided with vertex normals
> (optional, if needed only and you will be able to set on what nTh
> frame they will be updated...this is a performance optimisation), face
> normals (they will just always be there), and the screenZ etc.
>
> Gouraud and Z are there, as are phong and bumpmapping, toonrendering
> and mipmapping (not working yet that one). My personal holy grail is
> normal mapping, which will work, but I just need the time to finish it
> : time is my main issue momentarily. As far as RC2, the ball is mostly
> in my court in this moment.
>
> Although the material API is mostly set, there's still work to be
> done, and currently optimisations are my main point off interest. I
> expect some major performance increasements, next to the ones we've
> already achieved.
>
> http://www.unitzeroone.com/blog/flash_examples/flash_9_pv_3d_example_3d_bumpm.html
> <-Bumpmapping
>
> http://www.unitzeroone.com/blog/flash_examples/another_pv3d_material_demo_fla_1.html
> <-Phongshading
>
>
> Regards,
> Ralph.
>
> On 4/3/07, Arne Strout <mm21xx at hotmail.com> wrote:
>
>> I have been fiddling around with the best way to implement textures which
>> have a bit more brain to them.
>> Currently Face3D supports bitmap and color textures, but supports no
>> callback based texture method.
>>
>> What I'm proposing is this:
>>
>> Modify Face3D to add a line in which there is a flag based callback to the
>> Material object passing the Face3D object before any rendition of the
>> texture / color for the face is done.
>> This allows, for example, the texture to change it's color based on the
>> location of the Face, or perhaps to create a gradient fill (Garoud / Z
>> lighting? anyone?)
>> This would also allow for distance fog, but I'm not going to get into the
>> logic for that just yet.
>>
>> Any thoughts?
>> Would the extra IF statement be too much weight?
>>
>> I'm thinking something along the lines of:
>>
>> if(material.smart){material.prepare(this)} // Where smart is a boolean
>> property of MaterialObject3D
>>
>> before the line (line 269):
>> if( texture )
>> {
>>
>> If this modification could be added I could start building some fun material
>> choices without having to modify the current engine.
>>
>> -Arne G Strout
>>
>> ________________________________
>> Take a break and play crossword puzzles - FREE! Play Now!
>> _______________________________________________
>> Papervision3D mailing list
>> Papervision3D at osflash.org
>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>>
>>
>>
>
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://osflash.org/pipermail/papervision3d_osflash.org/attachments/20070402/fefc726f/attachment.htm
More information about the Papervision3D
mailing list