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

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