You're welcome, and yeah, that's why I mention it! I love being able to embed
my UV and my mesh without worrying about names. So much easier.
I think all of the major parsers work this way, but the AWD parser doesn't seem
to, so FYI.
I also forgot if it sets smooth on when you do it that way. If you need to work
with the material more, you can try something like this:
var material:BitmapMaterial = new BitmapMaterial (Cast.bitmap (TeapotUVW), {
smooth: true } );
var object:ObjectContainer3D = Collada.parse (TeapotMesh, { material: material
} )
The Cast class is located under away3d.core.utils
On Mon, 08 Feb 2010 15:42:52 -0800, antoniolea <[email protected]> wrote:
I think I have figured it out. It was the wrong mapping ID (render to
texture) from max. Channel was assigned to an incorrect number. I
could not have diagnosed this without you, Joshua. Thank you so
much. I also did not know that you can assign material without
specifying the name of the material ID from DAE. This would save me
so much time!!!! Gosh, took me exactly 20 hours to figure this
out.... Thank you so much.