Im am working in Direct3d11 with Windows 8 Store apps.
I have been searching google and missing a few points, that i would be happy if someone could point out for me.
So far i have managed to created buffers, shaders and getting a texture sampled with D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST and i can ofcause change it to a LINELIST and get a line of my points.
What am I to look for when i want to draw the texture and also draw some lines or a trianglelist as lines ontop of the texture. I want to show the texture and a mesh ontop of it.
What are my next step.
A simple approach would be to fist render the object setting the render state to D3D11_FILL_SOLID. Then render the same object again but setting the render state to D3D11_FILL_WIREFRAME.
The "wireframe pass" shader can be very simple based on your needs, just remember to change the shading from the regular pass or else you wont be able to see the wireframe.
Related
I've been working a lot with AGAL vertex and fragment shaders. I've got individual objects lit correctly (including specular shading) but I'd like to have objects cast shadows on OTHER objects. I have looked online, but I think most people working directly with AGAL have built custom Stage3D libraries and the shadow-casting solution doesn't seem to be in the public domain. Anyone willing to change that?
I'd like to know how to get an object to cast a shadow on another. I can't post what I've tried, because I can't get my head around where to begin on this problem. How would you pass the information (whether other objects are blocking the light) into another object's shader?
Thanks.
IT's called Deferred shading, you have to do 2 pass of vertex and fragment shaders.
In the first pass you accumulate informations about distances, normals, occlusion...
In the second pass you render and apply the informations of the first pass to make shadows.
Another options is ShadowMapping:
Basic shadowmap
The basic shadowmap algorithm consists in two passes. First, the scene is rendered from the point of view of the light. Only the depth of each fragment is computed. Next, the scene is rendered as usual, but with an extra test to see it the current fragment is in the shadow.
The “being in the shadow” test is actually quite simple. If the current sample is further from the light than the shadowmap at the same point, this means that the scene contains an object that is closer to the light. In other words, the current fragment is in the shadow.
I'm absolutely new to Pixel Blender (started a couple of hours ago).
My client wants a classic folding effect for his app, I've shown him some example of folding effect via masks and he didn't like them, so I decide to dive in Pixel Blender to try to write him a custom shader.
Thx God I've found this one and I'm modyfing it by playing with values. But how can I trace / print / echo values from Pixel Blender ToolKit? This would speed up a lot all the tests I'm doing.
Here i've found in the comments that it's not possible, is it true?
Thx a lot
Well, you cannot directly trace values in Pixel Bender, but you can, for example, make a certain bitmap, then apply that filter with requested values and trace reultant bitmap's pixel values to find out what point corresponded the one selected.
For example, you make a 256x256 bitmap, with each point (x,y) having "x" red and "y" green component value. Then you apply that filter with selected values, and either display the result, or respond to clicks and trace underlying color's red and green values, which will give you the exact point on the source bitmap.
We have a flash application that we are planning on converting to javascript. It's a pretty simple map application with an image as the background and a bunch of simple polygon movie clips that represent destinations on the map.
I would like to iterate through each movie clip and extract the shape into an array of x,y points to redraw the polygon using an external javascript function.
Is this possible with actionscript?
If you want to export the shape coordinates at author time, you can do try the JSFL script recommented by #strille or this one or export transparent images (if that's not too limiting for your application).
If you need to export the shapes at runtime, you can use the awesome as3swf library to decompile the swf and export the shapes. Have a look at the ShapeExport wiki as there are couple of handy exporters for js like JSCanvasShapeExporter and the more generic JSONShapeExporter
There are ways you can read the coordinates from an SWF. For instance, I've written a parser in PHP (link). Getting the data doesn't help though, as it turns out. The Flash painting model is different enough from the HTML5 one enough to make transfer exceeding difficult. The main obstacle I discovered is that in Flash, a path can be filled with two fill styles: one for area enclosed by the path, the other for enclosed area considered to be "outside" by the even-odd rule (e.g. the pentagon in the middle of a star). Since the HTML5 canvas let you specify only one fill style, you can't redraw shapes from Flash accurately. I was trying to create a tool that extract shapes as SVG and was getting a lot of gap and holes in the result.
Flash Player 11.6 introduced readGraphicsData() which does exactly what you ask for.
If you need to target an earlier version, then there's no simple way to read shape coordinates from a display object with ActionScript at runtime unfortunately.
If you just want to extract the shape coordinates once someone has written a jsfl script for Flash CS3 which looks like it might be able to help you out.
I've built a photo booth app for an installation and I need to take a screen shot of the bitmap data with it's frame... I foolishly nested my objects all wrong way too early in the game so taking a picture of just the display object is moot at this juncture, and I dont have time to re-organize everything.
I know the encoder can output stills of the stage, but can that be a defined set of coords? I have an 800x600 region that needs to output, ignoring the rest of the stage.
I am playing with other options as well, but if there is anything that seems obvious, i would greatly appreaciate it!
You can get the whole stage as a bitmap data and then use the copypixels method to copy the region you need.
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/BitmapData.html#copyPixels%28%29
Or you can use the draw method of BitmapData class to draw a display object into that bitmap data.
http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/BitmapData.html#draw%28%29
I need to be able to draw a thick patterend line between 2 points in AS3, I can't use the draw API because it doesn't all me to actually put detail (pattern etc) into the thickness of the line, I thought about perhaps using the line to create a bitmap version and then using that as a mask, but I remember many years ago seeing some examples that use a movieclip as a source for a line, but I can't find examples of that now at all, any ideas?
I've attached an example image of how I want the line to look.
I suspect Graphics.lineBitmapStyle() will do the trick. If you want to use a Sprite or MovieClip as the source, you'll have to draw() it to a BitmapData first. The example code on that later link should get you up and running with that.