Hmm I think what you mean is you want to use a blendmode to do some type of
additive coloring. I'm not 100% sure how that could be done or if it can be
done, but EnviroBitmapMaterial extends CompositeMaterial, and
CompositeMaterial supports blendmodes...andI see some stuff called "mode" in
there also.

Also it *might* be possible to make the EnviroBitmapMaterial part of a
BitmapMaterialContainer...and that has blend modes also.

So it might be possible, just not sure how. :/

-Pete


On Wed, Nov 19, 2008 at 12:09 PM, Kerem <[EMAIL PROTECTED]> wrote:

>
> 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 <http://away3d.com/>
>



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