This doesn't work because when I load in the OBJ file, I grab the handle as an ObjectContainer3D which does not have a material property. Searching around here only turned up a method which requires I loop through and set the material of each individual face of mesh. This also requires that I load in the JPG separately instead of letting the OBJ loader handle it. I'd like the OBJ loader to handle loading of the mesh and the texture on its own, but I would like to specify which type pf bitmap material to use. Is it possible to cast the loaded OBJ handle as an instance of Mesh, seeing as Mesh has a material property?
On Jan 22, 6:36 am, Peter Kapelyan <[email protected]> wrote: > Hi did you you try a simple: > > myObject.material=someOthermaterial; > > in case you dont want to reload the bitmap you can probably do something > like: > > var myBitmap(orData,I forget)=myObject.material.bitmap; > > Hope I didn't miss the point of your question > > -Pete > > On Fri, Jan 15, 2010 at 2:25 AM, charglerode <[email protected]> wrote: > > Is it possible to load an OBJ, but have the loader apply the JPG > > texture as a WhiteShadingBitmapMaterial ( or any other ) instead of > > just a plain BitmapMaterial? > > > The reason I'm asking it because I would like to apply lights to the > > scene, but plain BitmapMaterials don't seem to react to lights. I > > don't want to have the overhead of loading texture separately and > > applying them face by face. Seems like a lot of unnecessary work. > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM
