A couple of pointers:

1) You should be able to set (or modify) the material either on
ASSET_COMPLETE or RESOURCE_COMPLETE. So there you should be able to
set the mipmap property. Currently some parsers have the problem that
they return a mesh (via ASSET_COMPLETE) even before it's material has
been finalized. If that's the case with OBJParser (I can't remember
right now) then there might be a problem with doing it on
ASSET_COMPLETE, but you should be able to do it on RESOURCE_COMPLETE.

2) UV coordinates are relative, so as long as you're not changing the
crop box of the texture, you can change it's dimensions all you want
and it will still work. Just try it. Use "Resize Image" (not "Resize
Canvas") in Photoshop and scale it up to 1024x1024 (or preferably
something smaller like 512x512 for the sake of saving memory.) You'll
see that there is no visible difference once mapped to a 3D object.


Cheers
/R


On May 16, 9:04 am, Choons <[email protected]> wrote:
> Hi Richard - I'm still using this approach since it's so clean:
>
> AssetLibrary.enableParser(OBJParser);
> AssetLibrary.addEventListener(AssetEvent.ASSET_COMPLETE,
> onLoadComplete);
> AssetLibrary.load(new URLRequest("../some.obj"));
>
> onLoadComplete(event : AssetEvent):void {
>     if (event.asset.assetType == AssetType.MESH) {
>         mesh = event.asset as Mesh;
>     }
>
> }
>
> I'm not even declaring any material since it will automatically get it
> from the mtl and the image file it references and assign it to the
> mesh. That's brilliant how that works, but then there is apparently no
> way to set the mipmap property to false? The textures are already UV
> mapped so I don't want to change their dimensions. The code above
> worked very well with a different very complex OBJ model, mtl and
> image file so I know it does work. I guess the question is how to
> access the material properties when taking this approach.
>
> On May 16, 1:33 am, richardolsson <[email protected]> wrote:
>
>
>
>
>
>
>
> > Bitmaps should be recognized and if they are not then that's a bug
> > that i will fix. Thanks for letting us know!
>
> > The texture error I'm not sure about, but have you tried with a square
> > texture, or disabling mipmapping on the material before the first
> > render()?
>
> > /R
>
> > On May 16, 6:38 am, Choons <[email protected]> wrote:
>
> > > So I have been trying to get Broomstick to load some old obj/mtl files
> > > from CB Model Pro. First I was getting 'unable to load mtl' errors
> > > until Richard told me I should use the GitHub build. Did that, and the
> > > load error went away, but then I was getting Error #2044: Unhandled
> > > IOErrorEvent:. text=Error #2124: Loaded file is an unknown type.
> > > Looking at the mtl and texture file I noticed it uses a .bmp texture
> > > which I thought may be the issue, so I saved a jpg version of the bmp
> > > texture and changed the mtl to reference that instead. Now I'm getting
> > > Error #3700: A texture sampler binds an incomplete texture. Looking
> > > around on the forum here I see it might be mipmap or power2 issue. The
> > > jpg version of the texture is 256 X 1024 so that's power2 but not
> > > square so don't know if that's a problem. Anyone had/solved this kind
> > > of problem?

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