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.