What he's trying to say:

using EnviroBitmapMaterial changes the alpha opacity of bmpData1. So
if a mesh only
uses one (opaque) texture and no EnviroBitmapMaterial, the whole mesh
is covered
by the texture and the whole mesh is opaque.

Now, adding a EnviroBitmapMaterial with a reflectiveness of .5 changes
the opacity
of the texture BELOW the reflective texture to 50%. So lets say you
have a ball mesh with
a  fully opaque billard ball texture. Adding a reflective texture on
top of that ball, makes
the billard ball texture transparent, so the whole ball seems to be
semi transparent.

Setting the reflectiveness to 0 makes the reflective texture disappear
completely and
at the same time makes the ball opaque again. Setting reflectiveness
to 1 makes the
ball texture completely transparent and you get a transparent billard
ball.

That looks like a bug to me...



On 19 Nov., 18:58, "Peter Kapelyan" <[EMAIL PROTECTED]> wrote:
> 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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> ___________________
>
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>
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