Flash :: Morphing In MoleHill Using A Vertex Shader?
Feb 5, 2012
Using the Molehill with Flash I wish to create a vertiex shader, to have one mesh transform into another, I have seen that it is possible with Flare, However I am unsure if that was using Stage3D, Can anyone give me any pointers in the use of shaders in AGAL as to how this might be done.
I've been struggling to write a Phong shader for my Molehill project. The problem is that the light seems to shift or move when the camera rotates. So I've been investigating what could possibly be wrong, by basically comparing my shader with the Phong shader written in GLSL. There's one thing I found that is kind of weird. In GLSL the output position in the vertex shader is ModelViewProjectionMatrix * Vertex, ok that is just fine.
HOWEVER, in Molehill the ModelViewProjectionMatrix has to be transposed so that it will render the vertex correctly to the screen. In GLSL that is not necessary.
How did I find that out? I created the Matrix3D modelViewProjection, I applied the ModelView to that matrix and then the Projection matrix. I tried to give the vertex shader that matrix and it displayed nothing until I transposed the modelViewProjection.
In GLSL this is not necessary, I could just say output.position = projection * modelview * vertex and it would be displayed correctly, I don't need to do transpose(projection * modelview * vertex).
So.. I'm wondering if there's something that I am not seeing here or is this a special part of Molehill that we just have to follow? Or could it be a bug in Molehill? I will create a new post tonight with my Phong shader and hope that someone sees what I may be doing wrong. But this is confusing me a lot at the moment and would like to know why the matrix has to be transposed.
I've mostly seen examples where a Matrix3D object is passed as a vertex constant register in AS3 to the Context3D object. But never seen a matrix in any other types of registers (temporary or attribute).Would there be any way to copy a Matrix vertex constant to a temporary register, and then manipulate individual fields of that Matrix temporary register (ex:for the rotation), with other supplied values (vertex attributes or other constants)
I'm new in flash, how to create morphing effect in Flash like one of this sample : [URL]s are we should make separate images for every object movement that we want to morph.
If I make multiple draw calls for various Program3D instances, is there a way that I can reset or nullify the constants if I'm no longer using them in the next following Program3D assignment?
Is it even necessary that I do something like this?
//Nullify 'vc0' in the vertex shader: context3D.setProgramConstantsFromVector("vertex", 0, null);
Using Flash 11 RC1 with the new Molehill API, I would like to enable backface culling. The beta documentation is pretty vague, but the example implies Molehill wants front-facing triangles to wind counter-clockwise, which is pretty normal. But when my polygons wind counter-clockwise, I get the exact opposite behavior - in other words, it's as if contrary to its own examples Molehill expects front-facing triangles to wind clockwise. Since the documentation never explicitly states which winding is correct, I am stumped.
I don't want to just flip all my triangles around until it looks right before I am 100% on what Molehill actually wants, since that has a fair chance of hiding a fundamental misunderstanding. I am using simple perspective projection (a note regarding .transpose() below: because copyRawDataFrom expects data in column-major order, and I hated the way that looked in code, I decided to just enter it row-major and transpose the matrix afterwards
The width and height of the source image are filled in correctly in the Pixel Bender Toolkit, but when I run this shader as a filter in Flash Player 10, the srcSize value is not automatically filled in.
I am retired and I am trying to study Flash, and I am practicing with the tutorial about Morphing text, every thing is ok, but it is too fast I can't read what it says.
I am fairly new to flash and I'm currently using CS4 to create shape tweens that morph from a shape (in my case an astroid, not to be confused with an asteroid) to text that I have broken apart into individual shapes. This works very well with the shape tweens; however, I would like to use symbols instead of shapes for my tween.
Naturally, I converted my shape and my broken apart text to symbols and then set up a motion tween. My research has told me that you cannot morph from one symbol to another using ANY tween, but this would not make sense to me.
Am I missing how to actually do this? If it is true that you cannot morph between symbols, then why on earth hasn't Adobe made a way to do this. If I need to substitute one shape for another in a flash video, and I have this shape in 100s of frames in the video, there is NO way to quickly find and replace those shapes, especially if you've duplicated the the several (20) times in each frame.
Few days ago I uploaded my flash face morphing application and now I'm thinking of writing an article about creature process.URL... anyone curious about how I made it?
I am trying to start with a circle and have that circle gradually become a spiral, but I only want the shape to tween from the end of the spiral, rather than the whole shape itself, is there a way to do this without frame by frame animation in Flash CS5?
Is there a way to render multiple vertex buffers in AS3?Right now I have two objects which I want to render, but the only way I can think to do it is to concatenate the raw vertex data (of both objects) and then set that (concatenated) vector as the vertex buffer.I would prefer to do this as 2 separate vertex buffers, but I don't know how to render from more than one vertex buffer.
so this the code with it i am able to mix several trackswith a Shader done in pixel bender.the problem here i don't know when the mixing is finish or all the sound reache their endto be able to save the bytearray into a file any Event or something like that
Turns out, that I need to be able to render something similar to sprites, but having all of the goodness from Molehill.Im new to Away3D and Molehill, and I was wondering how hard (if possible) would be to render a sprite (plain I guess) using Away3D, emulating somehow what Flash does with sprites, bitmaps, and the like
I want to make such effect: draggable semi-transparent object (let's call it 'plastic strip') over window with arbitrary objects. Plastic strip should be turbid, i.e. it blurs content under it (not blurred itself). What's the best way to do that with PixelBender shader on Flex?
I am working on my own Molehill 2D painting classes. I took a look at Ely Greenfield's M2D stuff but I found it a tad overkill for what I am looking for. So I want to do my own. I have been working off of Polygonal's example. You can check out my code here - http:[url]..........Assume I want to paint one entity that is a rectangular bitmap image using two triangles (essentially a quad). Basically I am having a hard time understanding how to translate this:
Code: bitmapData.copyPixels( sourceBitmapData, sourceRectangle, destinationPt.. ); to this (assuming I am using a x, y, u, v vector pairing):[code]...
Specifically if the source rectangle doesn't contain the same values of the sourceBitmapData.rect. What if I want to paint only a portion of a bitmap onto a quad? Or stretch a portion of the image across a quad.
I'm working through Dreamweaver fairly well, and I'm now wanted to import Flash buttons I've created myself into Dreamweaver for a website I'm currently building, and it's here that I'm finding the problem. I have been to the 'get URL Function', but it says something about needing to link to a web page? But my problem is how can I link Flash Buttons to a web page, when my site is still being developed and not published? Do I have to publish first?
:confused:Does anybody know is Flash mx 2004 compatible with flash CS3 and flash 8?? I can not open flash cs3 on my laptop with flash mx2004 also can actionscript 3.0 be used with flash mx2004 and flash 8 because when I save my flash cs3 document as a flash 8 document it does not work? I am awful confused with all this. If you created a flash website in flash 8 or Flash mx2004 you can not open in in flash cs3 it dosent make sence?
Are there any programs or features in flash that can simplify flash vector art?
I just realized that one of the reasons why my program might be running so slow is that I made the images out of lots and lots of circles. When things didn't look right I often just put larger circles over smaller ones. I didn't think that flash might still be drawing the invisible circles underneath-
We've got a green screened video playing in a flash movie over top of our html content.when the movie ends, flash uses external interface .api to call a javascript function which swaps the flash movie out with a 5 x 5 pixel flash movie (rewrites the <div>).this works and you can interact with the html content after the flash movie in all browsers except firefox.anyone know of any work-arounds or is there a better way of handling flash over html in this fashion?
I have absolutely no idea where to post about this, please move if necessary.So, I've just installed flash player 10 and now my flash tracer plugin (in firefox) won't work. do i have to switch back to flash player 9 or is there a solution to this?
i have the correct path in Flash Tracer's settings (C:Documents and SettingsAdministratorApplication DataMacromediaFlash PlayerLogsflashlog.txt) as well as the mm.cfg file in C:Documents and SettingsAdministrator.