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

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