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

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