I think the subject of thread is his problem, he is loading an OBJ, an
instead of loading the bitmap to a BitmapMaterial, he'd like it to be a
WhiteShadingBitmapMaterial instead on his OBJ, and was wondering if there is
some easy way to do it.

-Pete

On Mon, Jan 25, 2010 at 4:00 AM, Fabrice3D <[email protected]> wrote:

> I'm not sure I follow you here...
> If the obj doesn't load the image you want, edit in your 3d app or alter
> the mtl file where the file url is stored.
>
> Fabrice
>
> On Jan 25, 2010, at 8:15 AM, charglerode wrote:
>
> > This means that I still have to load the texture separately. Since the
> > OBJ loader already loads the texture I would prefer it keep loading
> > the texture, but just let me specify which type of bitmap material to
> > use when applying it. Is this possible? If I have to load the texture
> > myself, then that means I have to keep a reference to a JPG file for
> > each OBJ file, which kind of defeats the purpose of using an OBJ file
> > especially since I am trying to avoid constant republishing.
> >
> > On Jan 24, 10:47 am, Fabrice3D <[email protected]> wrote:
> >> once loaded, just parse the handle, and when a mesh type is found
> apply...
> >> Look for example in geom package at Mirror.as line 246 code, you need
> write something recursif like this...
> >>
> >> Fabrice
> >>
> >> On Jan 24, 2010, at 6:23 AM, charglerode wrote:
> >>
> >>> 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
>
>


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