RenderLayers – Selective Rendering
I haven’t quite decided where to work yet, but I was getting tired of not blogging
After the pop-up launches, make sure to click to give the .swf keyboard focus. Then use the “right” and “left” keys to render the right or left sphere. The important thing to notice here is that the spheres are both in the same scene, but they’re only being rendered when you choose.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 | package { import flash.events.Event; import flash.events.KeyboardEvent; import flash.ui.Keyboard; import org.papervision3d.core.proto.MaterialObject3D; import org.papervision3d.lights.PointLight3D; import org.papervision3d.materials.shadematerials.FlatShadeMaterial; import org.papervision3d.objects.primitives.Sphere; import org.papervision3d.view.BasicView; import org.papervision3d.view.layer.ViewportLayer; [SWF(width="900", height="480", backgroundColor="#000000", frameRate="31")] public class RenderLayers extends BasicView { private var isLeftRendering:Boolean = false; private var isRightRendering:Boolean = false; private var leftSphere:Sphere; private var rightSphere:Sphere; private var rightLayers:Array = []; private var leftLayers:Array = []; public function RenderLayers() { super(900, 480, false, false); var light:PointLight3D = new PointLight3D(true); var leftSphereMaterial:MaterialObject3D = new FlatShadeMaterial(light, 0xcc0000, 0x111111, 10); leftSphere = new Sphere(leftSphereMaterial, 300); leftSphere.x = -500; var rightSphereMaterial:MaterialObject3D = new FlatShadeMaterial(light, 0x00cc00, 0x111111, 10); rightSphere = new Sphere(rightSphereMaterial, 300); rightSphere.x = 500; var leftSphereLayer:ViewportLayer = new ViewportLayer(viewport, leftSphere); viewport.containerSprite.addLayer(leftSphereLayer); leftLayers.push(leftSphereLayer); var rightSphereLayer:ViewportLayer = new ViewportLayer(viewport, rightSphere); viewport.containerSprite.addLayer(rightSphereLayer); rightLayers.push(rightSphereLayer); scene.addChild(leftSphere); scene.addChild(rightSphere); //Render once so the spheres appear renderer.renderScene(scene, camera, viewport); startRendering(); stage.addEventListener(KeyboardEvent.KEY_DOWN, stage_keyDownHandler); stage.addEventListener(KeyboardEvent.KEY_UP, stage_keyUpHandler); } private function stage_keyDownHandler(event:KeyboardEvent):void { switch(event.keyCode) { case Keyboard.LEFT: isLeftRendering = true; break; case Keyboard.RIGHT: isRightRendering = true; break; } } private function stage_keyUpHandler(event:KeyboardEvent):void { switch(event.keyCode) { case Keyboard.LEFT: isLeftRendering = false; break; case Keyboard.RIGHT: isRightRendering = false; break; } } override protected function onRenderTick(event:Event = null):void { //The spheres are always rotating leftSphere.rotationX++; rightSphere.rotationX--; //But they're only rendered if their selected layer is rendered if(isLeftRendering) { renderer.renderLayers(scene, camera, viewport, leftLayers); } if(isRightRendering) { renderer.renderLayers(scene, camera, viewport, rightLayers); } } } } |
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