I thought a long time about it and tried it the second time now. The idea is a freeze a current pixels displacement, as it naturally occur when projecting bitmaps into another enviroment like a sphere coordinate system. I created a gradient table in flash8 where the x and y values are stored as color-components (red/blue). I switch to 3dmax where I build my model (here a sphere) and map the gradient onto the mesh. The next step is to look, where the original positions of the texture was by comparing the source and the projected bitmap and compose a displacement map of it. I think, this is the screwiest workaround, I’ve ever done in flash.
They is space to improve the method. The maximum displacement is limited to 127 pixel, if you want full pixel control. Maybe you can use a asssembly of DisplacementmapFilters to render larger areas. Cannot wait to see a skydome in the
mode7 engine. watch here | filter > earth
I’ve uploaded a panorama example with the same technic, now you are inside a sphere.
Quite impressive. | filter > panorama_0
Furthermode I’ve uploaded a panorama_1 example with a reflecting and refracting little sphere inside the main sphere. It is simply amazing what a DisplacementMapFilter can do with some tricky workarounds. Stop me :)
All studies can be found in the laboratory