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!

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