Try this : - Texture JPG with a black background - material.blendMode = BlendMode.ADD; ( import flash.display.BlendMode; ) ( no alphaThreshold / no alphaBlending )
Regards, Jeff On Sep 8, 10:55 am, Stefan <[email protected]> wrote: > Just updated Flex SDK and playerglobal.swc ... > works fine now =) thanks a lot!! > > One thing remaining: I managed to get transparency displayed with > "alphaThreshold" (please see > screenshot):http://www1.gfk-wi.com/pics/esolutions/lib/away3d_forum/screenshot10.jpg > > But I still can't handle > "alphaBlending":http://www1.gfk-wi.com/pics/esolutions/lib/away3d_forum/screenshot11.jpg > > This is the piece of code I use to create the materials: > // > ----------------------------------------------------------------------------- > // create the bitmapMaterials > arrProductMaterial = new Array(); > for (i = 0; i < productList.length; i++) { > tmpMat = new > BitmapMaterial(bulkloader.getBitmapData(productList[i].map)); > > tmpMat.alphaThreshold = 255; > //tmpMat.alphaBlending = true; > > tmpMat.bothSides = true; > tmpMat.smooth = true; > arrProductMaterial.push(tmpMat);} > > // > ----------------------------------------------------------------------------- > So far, so good. I could use alphaThreshold for this project - as far > as I understood it's also faster than alphaBlending. > However, alphaBlending would be nicer, what's the problem here? Could > it be the images? I have saved the PNGs with alpha "Alpha channel > transparency"... > > Another good idea, anyone? > > Regards, > Stefan
