« Return to Thread: BitmapMaterial + PhongShader + DAE. Why black lines on the material?

Re: BitmapMaterial + PhongShader + DAE. Why black lines on the material?

by zOrder :: Rate this Message:

Reply to Author | View in Thread

yeah i experinced the same load on my CPU.
Tim told me that skinned or animated DAEs are not properly working as you can read in this post:

http://www.nabble.com/DAE-ShadedMaterial-update-issue-td18483570.html#a18527428

Another idea to lower the CPU load would be to use more render passes.
- In your enterFrame handler you first render your scene
- grab the bitmapdata of your current model texture
- apply a GouraudMaterial to your model
- render the scene again
- grab the new bitmapdata of you model and draw it to the first bitmapdata with blendmode.multiply
- use this merged texture on you model
- and finally render the scene to display the model with your texture+shader.

the first and second call to render the scene are simply there to update the material of the model,
so this can probably be done in a more elegant way.

let me now if this works


Yen Freeman wrote:
       
Yes happened, thanks zOrder, the line disappeared. But a big load on the CPU.

This clearly bug GreatWhite.

I abandoned that idea, simply draw a conditional shadows on objects.

If you have better results, please write here! Thank you! Good luck!

 « Return to Thread: BitmapMaterial + PhongShader + DAE. Why black lines on the material?