once loaded, just parse the handle, and when a mesh type is found apply...
Look for example in geom package at Mirror.as line 246 code, you need write 
something recursif like this...

Fabrice


On Jan 24, 2010, at 6:23 AM, charglerode wrote:

> This doesn't work because when I load in the OBJ file, I grab the
> handle as an ObjectContainer3D which does not have a material
> property. Searching around here only turned up a method which requires
> I loop through and set the material of each individual face of mesh.
> This also requires that I load in the JPG separately instead of
> letting the OBJ loader handle it. I'd like the OBJ loader to handle
> loading of the mesh and the texture on its own, but I would like to
> specify which type pf bitmap material to use. Is it possible to cast
> the loaded OBJ handle as an instance of Mesh, seeing as Mesh has a
> material property?
> 
> On Jan 22, 6:36 am, Peter Kapelyan <[email protected]> wrote:
>> Hi did you you try a simple:
>> 
>> myObject.material=someOthermaterial;
>> 
>> in case you dont want to reload the bitmap you can probably do something
>> like:
>> 
>> var myBitmap(orData,I forget)=myObject.material.bitmap;
>> 
>> Hope I didn't miss the point of your question
>> 
>> -Pete
>> 
>> On Fri, Jan 15, 2010 at 2:25 AM, charglerode <[email protected]> wrote:
>>> Is it possible to load an OBJ, but have the loader apply the JPG
>>> texture as a WhiteShadingBitmapMaterial ( or any other ) instead of
>>> just a plain BitmapMaterial?
>> 
>>> The reason I'm asking it because I would like to apply lights to the
>>> scene, but plain BitmapMaterials don't seem to react to lights. I
>>> don't want to have the overhead of loading texture separately and
>>> applying them face by face. Seems like a lot of unnecessary work.
>> 
>> --
>> ___________________
>> 
>> Actionscript 3.0 Flash 3D Graphics Engine
>> 
>> HTTP://AWAY3D.COM

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