Hi Away3D Team, There is a known issue/feature of Adobe Molehill in which PNGs have a dark halo around them due to premultiplied alpha values in the PNG file.
See here for the thread on the Adobe Forums: http://forums.adobe.com/thread/842530?tstart=0 I've been experiencing the same issue with Away3D 4 and it's making my scene look really wonky. If you create a Sprite3D which uses a BitmapFileMaterial with transparency turned on, you will notice there's a dark halo created around the Sprite3D. This post explains why it happens: http://www.newtek.com/forums/showthread.php?t=104621 The post on Adobe Forums has a solution, which is this: Change: _fragmentSource = "tex ft0, v0, fs0 <2d,clamp,linear>\n" + "mul ft0, ft0, fc0\n" + // not usefull for this topic "add ft0, ft0, fc1\n" + // not usefull for this topic "mov oc, ft0\n"; to : _fragmentSource = "tex ft0, v0, fs0 <2d,clamp,linear>\n" + "div ft0.xyz, ft0.xyz, ft0.w\n" + // TADAAAAA : divide by the alpha channel "mul ft0, ft0, fc0\n" + // not usefull for this topic "add ft0, ft0, fc1\n" + // not usefull for this topic "mov oc, ft0\n"; Is this something that can be integrated into Broomstick so we don't get the dark halos around Sprite3D's? Thanks!
