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1. Re: Director 11.5.9.629 New 3D Features
Owen Buddenbaum Apr 2, 2012 6:49 PM (in response to dir-developer)hi,
i cannot explain your bug but i suggest an alternative method
i don't use this "cubemap" for my skyboxes... i prefer using 6 models, set them half-transparent and discard camera.colorBuffer.clearAtRender, so i have a nice blur effect
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2. Re: Director 11.5.9.629 New 3D Features
dir-developer Apr 8, 2012 10:00 AM (in response to Owen Buddenbaum)thank you
ive considered that witch im working on it right now
the question was actualy aimed at the staff of adobe it self since they were the ones
that directed me to forums for the corect awnser
the cube map or sky map is going to be part of a render sequence
the idea is to let the envirement behave like that of most games
were the sky map only rotates along with a rotating and translating world (depending on the the cameras position)anoter strange bug i encountered is getting a cast member image to display on the stage
the images are rendered textures:
spriteRect.renderToTexture(env.
camera[1], myRT)member(5).image = myRT.image
i have images i can see within the cast member
i can copy it from the cast to photoshop and photoshop will display it
but whenever i drag the image to the stage it becomes a black image with thite holes on the places were it shud have colors
as a mask
ive also tried:
_movie.stage.image.copyPixels(member(5).image, rect(0,0,512,512),rect(0,0,512,512))but also makes the image apear like a black masked image
ive tried to use several renderformats on casting the textures like rgba8880 a8888 and a5550 -
3. Re: Director 11.5.9.629 New 3D Features
dir-developer Apr 8, 2012 10:29 AM (in response to dir-developer)shoot me
member
(5).image.useAlpha = FALSE -
4. Re: Director 11.5.9.629 New 3D Features
dir-developer Apr 27, 2012 12:57 PM (in response to dir-developer)ok , sry to say , but adobe .... examples... examples , ffs we need examples
and like usual i can figure it out on my own
anyhows for everyone that couldn't decipher directors cubemap help
here is a correct use
its not a map used as an envirement a.k.a skybox , but a 3D reflection map
adobe failed to mention wat theyre difinition is of a cubeEdgeLength is.
instead of a cubical root of the projection image size they refere to the actual image size
so you just fill in the horizontal or vertical size (dimentions have to be the same)asuming you are going to use 256 X 256 images for the cubemap:
env = member("3Dworld")
--first make the textures--
basemap = env.newTexture("base", #fromCastMember, member("base"))
basemap.nearFiltering = 1
basemap.renderFormat =#rgba8880
cubemap = env.newTexture("cube" ,#cubemapTexture, 256, member("side1"), member("side2"), member("side3"), member("side4"), member("side5"), member("side6"))
cubemap.nearFiltering = 1
cubemap.renderFormat =#rgba8880
--now we have the textures we need make a shader, stick in the textures and tell each texture how to behave within the shader--
myShader = env.newShader("Shader1", #standard) --pity i cauld only make it work on standard and not the normal--
myShader.textureList[1] = basemap --some form of base image--
myShader.textureCoordGenModeList[1] = #normal --here i got exited for a moment i taught cool i can make a normal map , but its just normal as in ordinary--
--no blendfunction set for this layer--myShader.textureList[4] = cubemap --on top of that we add the cubemap .. ! in the 4th layer--
myShader.textureCoordGenModeList[4] = #reflectionmyShader.blendFunctionList[4] = #add --i set the blend of the cubemap to add ,making it apear like reflecting light--
env.model[1].shaderlist[1] = myShadermby adobe will perhaps ventilate if its posible to and how to stick a cubemap on a normal shader
on another note i got a mail from someone saying cubemaps dont work in opengl
i havent tried it yet

