not really, the problem is that e.g.:
applying the material "new EnviroBitmapMaterial(bmpData1, bmpData2)"
to a mesh seams to change the opacity of bmpData1 ..the higher the
reflectiveness, the lower the opacity of bmpData1 becomes...what i am
looking for is a way to keep bmpData1 fully opaque and still applying
bmpData2 as an enviromap...



On 19 Nov., 16:18, "Peter Kapelyan" <[EMAIL PROTECTED]> wrote:
> It would be a value betweeen 1 and 0, say .5, would show the reflection 50%.
>
> Hope it answers your question
>
> -Pete
>
>
>
> On Tue, Nov 18, 2008 at 11:30 AM, Kerem <[EMAIL PROTECTED]> wrote:
>
> > Hi,
>
> > i recently ran into an issue with EnviroBitmapMaterial and i don´t
> > know whether i use it wrongly or if it´s a bug...
> > When i apply an EnviroBitmapMaterial to a geometry dependant on the
> > amount of reflectiveness the opacity of the underlying Material
> > changes. Is it supposed to work like this? Setting the reflectiveness
> > to 1 tints the material to black maintaining the environmentmap,
> > setting it to 0 makes the material full opaque but removes the
> > environmentmap-effect. Any ideas on how to apply an
> > EnviroBitmapMaterial maintaining the opacity of the material?
>
> > cheers,
> > Kerem
>
> --
> ___________________
>
> Actionscript 3.0 Flash 3D Graphics Engine
>
> HTTP://AWAY3D.COM

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