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Re: How To? Mirror and horizont

by lubbers :: Rate this Message:

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Hey there:
 
Horizon:
this is from memory, but something like
 
make 2nd viewport with own camera [like sky viewport + skyScene]
cube with panes with desired texture in skyscene [play around with dimensions]
set focus and zoom of both cams to same values
render both cams.
 
depending of game action the sky cam may move, but usually remains stationary
 
good luck
 
Theo
-----Original Message-----
From: papervision3d-bounces@... [mailto:papervision3d-bounces@...]On Behalf Of o renken
Sent: woensdag 23 januari 2008 13:02
To: papervision3d@...
Subject: Re: [Papervision3D] How To? Mirror and horizont

Hey Axel,

thanks for posting my twitter3D-app ;-) where did you get the link from?

let me think how i did it, it was a few month ago...  if i remember correctly is a second plane below the original with a bitmapData and a gradientMask applied on it. Dont forget to cache both as bitmap.

-olee

2008/1/23, Axel Hoogestraat <a_hooge@...>:

Hi,

 

i'm searching for solutions or tips for 2 things.

 

First is reflection in 3D-Space. I've seen a few examples of reflection in 3D Space:

http://www.flashpunk.de/_junk/twitter3D/

http://sjeiti.com/test/pv3d/cubejunky/index.html

http://www.pioneer.nl/nl/flash/products/kuro2007/experience.html

 

Some time ago, i did reflection with a „ReflectionMovieClip", but aftern seen the examples i asked me, if there is a better way, than using a MovieMaterial with reflection in it. In the cubejunky game, there are reflections of whole cubes. How to doe that?

 

 

Second question ist, how to do a horizon. In the following example, sombody „fakes" the horizon by moving a gradient, if the camera moves. But that would not work, if the camera should rotate left or right. Is there a way to do that? It should even look like in the example, with the smooth border between ground and sky.

http://www.tyleregeto.com/?cat=12&paged=3

 

Thank you very, very much

Axel

 


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