Hi All, Found a solution to this based on John Brookes' answer on another thread.
BasicDiffuseMethod(BitmapMaterial(YourMesh.material).diffuseMethod).alphaThreshold = 0.5; Choons, this fixes the problem for me - how about you? Cheers On May 29, 6:35 pm, Choons <[email protected]> wrote: > BUMP. I have the exact same problem. And that guy went the extra mile > to explain the issue. Where's the reply? > > On Apr 29, 9:30 am,Jahiro<[email protected]> wrote: > > > > > > > > > Hi Away3D Team, > > > There is a known issue/feature of Adobe Molehill in which PNGs have a > > dark halo around them due to premultipliedalphavalues 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 aSprite3Dwhich uses a > > BitmapFileMaterial with transparency turned on, you will notice > > there's a dark halo created around theSprite3D. > > > 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 thealphachannel > > "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 aroundSprite3D's? > > > Thanks!
