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 > > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
