I'm loading the file from a directory. Here is some of the code:

                        loader = Max3DS.load(value, { x:(stage.stageWidth / 2), 
y:
(stage.stageHeight / 2),z:-1000,material:null} );


                        loader.addOnSuccess(onLoaderSuccess);
                        loader.addOnError(onLoaderError);

                        loader.ownCanvas = true;
                        loader.scale(100);

Then once it's loaded

                private function onLoaderSuccess( event:Loader3DEvent ):void

                {

                        trace("onLoaderSuccess");

                        // Set cam to hover around object
                        if (group.getChildByName(event.loader.handle.name) == 
null)
                        {

                                event.loader.handle.ownCanvas = true;
                                event.loader.handle.rotationX = 90;

                                group.addChild(event.loader.handle);

                        }

                        else
                        {

                                event.loader.handle.ownCanvas = true;
                                event.loader.handle.rotationX = 90;

                                
group.removeChildByName(event.loader.handle.name);
                                group.addChild(event.loader.handle);

                        }



                        camHover.target = event.loader.handle;

                }

That's just some quick code I've hack together but once I load it I'm
sure I need to access the material from there right?

On Aug 18, 8:46 pm, desgraci <[email protected]> wrote:
> well, lets say ure using a model
>
> mymodel=theparser(mymodel,{material:myMaterial{);
>
> well myMaterial could be
>
> myMaterial=new BitmapMaterial(Cast.bitmap
> (the_class_where_u_have_or_embebbed_the_picture_ure_using_for_material));
>
> well myMaterial have in their attributes the precision propertie, that
> is used to fix this UV problems.
>
> u can make
>
> myMaterial.precision=1;
>
> and then u call the model with that texture.
>
> try it to see if it fix it.

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