It sounds like a bug. Could someone submit it in the issues list?

http://code.google.com/p/away3d/issues/list

thx

Rob


On Wed, Nov 19, 2008 at 6:55 PM, Alexander Graf <[EMAIL PROTECTED]>wrote:

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



-- 
Rob Bateman
Flash Development & Consultancy

[EMAIL PROTECTED]
www.infiniteturtles.co.uk
www.away3d.com

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