After looking a bit further into this, I should clarify.

WhiteShadingBitmapMaterial does seem to be ShadingBitmapMaterial, now
that I've tested my models a bit more.  However, when you shine a
light straight onto a flat surface, the colors seem get so bright that
they invert.  Attempts to correct this, for example by using an init
object of {specular:0, shininess:0}, just causes what I thought was
the original 'fullbright' effect.

On Jul 23, 7:21 pm, Kinsman <[email protected]> wrote:
> I was looking through the different materials while deciding how best
> to shade a model in Away3D.
>
> I noticed that while there was ShadingColorMaterial,
> PhongColorMaterial, and PhongBitmapMaterial, "ShadingBitmapMaterial"
> was missing.  There was WhiteShadingBitmapMaterial, but the material
> seemed to ignore the lights in the scene and just render fullbright.
>
> Is there something I should do to WhiteShadingBitmapMaterial?  Or is
> there a material that does what I would expect a ShadingBitmapMaterial
> to do?
>
> -Sean Givan

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