away3d / away3d-core-fp11

Away3D engine for Flash Player 11
http://www.away3d.com
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about terrainDiffuseMethode #493

Open lo-th opened 11 years ago

lo-th commented 11 years ago

1_ need access to splats textures for update them public function set splats(s:Vector.):void { _splats = s; }

2_ only two lightprobes can be apply to material with terrainDiffuseMethode

3_ material color is visible under splats texture and no normal can be apply to each splats

iY0Yi commented 11 years ago

One more.

Need normal splats. Using only diffuse splats isn't looks natural. Thank you for your great work.

lo-th commented 11 years ago

i find a way to update splats on time just need to invalidateContent() each textures yes a normal splats can be great

DerSchmale commented 11 years ago

1) Yes, textures need to be invalidated if they're not uploaded explicitly.

2) You might not want to use light probes on a large static surface like this. For one, texture usage is a problem with the given agal limits (and them being used heavily by the splats). You may want to implement a custom multipass material for that if you really need it, but there's usually easier gains (simple horizon maps etc).

3) About the material colour, the base diffuse texture is considered the base splat. You can tile that one too. Normals are again a problem because of texture usage. Again, a custom multipass material might help you out in the meanwhile.