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!

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