access the materialdata and change the material or parse the faces, nullify the materials and apply a new material
Fabrice On Jan 26, 2010, at 8:48 AM, charglerode wrote: > 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
