Away3d - Bitmap rendering w/ postprocessing

I’ve now completed main part of the refactoring work on rendering pipeline. Now user has possiblity to render either to sprite (SpriteView3D) or select BitmapView3D which renders to Bitmap instance in which you can select if you need the container or want to use just the bitmapData as texture, input for post processing etc.

I quickly whipped together some post processing effects from our evo engine and slapped it together with my version of latest Away3d branch. Here is the result. (Hit F for full screen)

Away3d - Bitmap rendering w/ postprocessing - thumb

As you can see, it is pretty easy to add different post processing effects on the away3d engine when you can get everything rendered to a bitmap.

In here we are doing about 20 fullscreen bitmapData#draw calls to render postprocessing plus we are rendering about 1200 polygons fully textured with precision bitmap material.

Not bad at all, even though I still want more speed.

Btw, our blog has fugliest css i’ve ever seen, please help us!

Away3d - developing bitmap rendering

Last few days I’ve been working a lot on the refactoring the whole rendering pipeline on Away3d to enable custom rendersessions, e.g. BitmapDataRendering. Most of the clitches are done but I’ve yet some work to do.

Nothing to show yet, but keep tuned, I’ll come out with something cool soon.

Away3d - Working on bitmap renderer

I finally got myself to rework again on the bitmap rendering, particles now support it, soon should everything else support it too.

Heres a demo for you, note how much smoother it is compared to previous version using BasicRenderer:

Torus Knot - Bitmap renderer - Thumb

Quick testing with Away3d + Depth of field effect

As you can see, rendering to sprites is slow because of alpha blending bug when having hundreds of sprites with very low alpha values.