[Papervision3D] Effects branch ParticleField

-a- aYo at binitie.com
Wed Dec 26 01:47:33 PST 2007


Hi Andy,
Sorry about this but, I cannot seem to find my blur on the 
ParticleField. Can you give this the once over?

a/

    public function createFXLayer():void
    {
        //CREATE THE EFFECT LAYER
            _fx = new EffectLayer();
            //_vport.addRenderLayer(_fx);
           
            //_fx.addEffect(new LayerEffect(new BlurFilter(12, 12, 4)));
            //_fx.addEffect(new LayerEffect(new GlowFilter(0xff0000)));
           
            _bfx = new BitmapEffectLayer(_c.width,_c.height, true, 0, 
BitmapClearMode.CLEAR_POST, true, false);
            _bfx.addEffect(new BitmapLayerEffect(new BlurFilter(6, 4, 
4), false));
            _vport.addRenderLayer(_bfx);
       
            _bfx.drawCommand = new BitmapDrawCommand(null, new 
ColorTransform(0.1, 1, 0.1, 0.25), BlendMode.ADD);
           
           
           
    }
> For the bitmap effect layer, add a BitmapLayerEffect instead of a
> LayerEffect.  It applies the affect on pre/post render (whichever you
> choose) on the bitmap data, instead of adding a filter to the container.
>
> _bfx.addEffect(new BitmapLayerEffect(new BlurFilter(12, 12, 2)));
>
> A blur of 12 will wipe out pixel data really fast, so if you want to have
> the affect applied as a pre-render affect - you need to tell the
> BitmapLayerEffect that it is NOT a post effect.  You can do this by passing
> false to the second parameter of the BitmapLayerEffect.
>  
> _bfx.addEffect(new BitmapLayerEffect(new BlurFilter(12, 12, 2), false
> /*isPostRender*/));
>
> Now, the blur will be applied to the bitmapdata before the content is
> rendered each time - so you will still get clear pixels, but the trails will
> blur out behind them :)
>
> Hth!
>
> -----Original Message-----
> From: papervision3d-bounces at osflash.org
> [mailto:papervision3d-bounces at osflash.org] On Behalf Of -a-
> Sent: Tuesday, December 25, 2007 8:05 PM
> To: papervision3d at osflash.org
> Subject: Re: [Papervision3D] Effects branch ParticleField
>
> Thanks thats cracked that, now how to I associate the pfield with an 
> effect, at the moment this is what I have and I get diddly squat:
>     public function createFXLayer():void
>     {
>         //CREATE THE EFFECT LAYER
>             _fx = new EffectLayer();
>             _vport.addRenderLayer(_fx);
>            
>             _fx.addEffect(new LayerEffect(new BlurFilter(12, 12, 4)));
>             _fx.addEffect(new LayerEffect(new GlowFilter()));
>            
>             _bfx = new BitmapEffectLayer(_c.width,_c.height, true, 0, 
> BitmapClearMode.CLEAR_POST, false, false);
>             _bfx.addEffect(new LayerEffect(new BlurFilter(12, 12, 2)));
>             _vport.addRenderLayer(_bfx);
>        
>                   
>
>     }
>
> What am I missing??
>
> a/
>   
>> What a wicked man you are. Thats simply vicious. I love it.
>>   
>>     
>>> The trail is actually a "feature" of the BitmapEffects - the persistence
>>> lets you create cool effects.  To have the bitmap cleared each render,
>>>       
> you
>   
>>> need to pass the clearBeforeRender variable through the bfx constructor:
>>>
>>>
>>> bfx = new BitmapEffectLayer(stage.stageWidth, stage.stageHeight, true
>>> /*transparent*/, 
>>>  0 /*fillColor*/,
>>>  BitmapClearMode.CLEAR_PRE /*clearMode*/,
>>>  true /*renderAbove*/,
>>>  true /*clearBeforeRender*/);
>>>
>>>
>>> If you want to create vapors/ghosts - you can also apply a Blur Effect to
>>> the layer which will fade those trails over time.
>>>
>>> Hth!
>>>
>>> -----Original Message-----
>>> From: papervision3d-bounces at osflash.org
>>> [mailto:papervision3d-bounces at osflash.org] On Behalf Of -a-
>>> Sent: Monday, December 24, 2007 9:26 PM
>>> To: papervision3d at osflash.org
>>> Subject: [Papervision3D] Effects branch ParticleField
>>>
>>> Oh Andy, whilst enjoying your birthday cake, just something to think 
>>> about. There is something wrong with the ParticleField class in the 
>>> Effects branch. When it is animated it leaves a bitmap trail.
>>>
>>> a/
>>>
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>>>
>>>   
>>>     
>>>       
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>>   
>>     
>
>
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