You got it Peter. Sorry for the confusion. The OBJ loader automatically loads the image from the MTL file, but always applies it as an away3d BitmapMaterial. I would like the loader to apply it as an away3d WhiteShadingBitmapMaterial instead or any other away3d bitmap material I may want.
On Jan 25, 6:24 am, Peter Kapelyan <[email protected]> wrote: > I think the subject of thread is his problem, he is loading an OBJ, an > instead of loading the bitmap to a BitmapMaterial, he'd like it to be a > WhiteShadingBitmapMaterial instead on his OBJ, and was wondering if there is > some easy way to do it. > > -Pete > > > > On Mon, Jan 25, 2010 at 4:00 AM, Fabrice3D <[email protected]> wrote: > > I'm not sure I follow you here... > > If the obj doesn't load the image you want, edit in your 3d app or alter > > the mtl file where the file url is stored. > > > Fabrice > > > On Jan 25, 2010, at 8:15 AM, charglerode wrote: > > > > This means that I still have to load the texture separately. Since the > > > OBJ loader already loads the texture I would prefer it keep loading > > > the texture, but just let me specify which type of bitmap material to > > > use when applying it. Is this possible? If I have to load the texture > > > myself, then that means I have to keep a reference to a JPG file for > > > each OBJ file, which kind of defeats the purpose of using an OBJ file > > > especially since I am trying to avoid constant republishing. > > > > On Jan 24, 10:47 am, Fabrice3D <[email protected]> wrote: > > >> 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 > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM
