Quoting Robicd :

> I've made some other tryout and I've come to a functioning technique
> that I don't like very much though.
>
> The only way I've found, by now, consists in making use of two planes,
> the one on top of the other.
> I build first an underlaying yellow emitting square plane, then I modell
> another plane obove the first, this second plane having a black letter
> on transparent background file texture.
>
> This way I get a correct yellow emission in the background and a clear
> black letter above it (the alpha channel of the c letter file makes me
> see through it).
>
> But I would like not to use two distinct planes for such a simple 3d
> object. I'd like to make it even simpler then that; I wonder if there's
> a way to let the .ac file describe this modelling scenario too.

A texture, in the way plib use them, can only bring diffuse color and
transparency. And plib uses modulation of colors between the texture and the
material color. That means that each color components from the texture are
multiplied with the corresponding color of the material. The consequence of
this is that a white material is neutral on the color texture, and a black
material zero the texture color. And the inverse is true too and also apply to
the alpha channel.

The way to solve your problem is :

1. draw a texture ( in Gimp ) with a black letter on a yellow background and no
alpha channel ( no transparency ).
2. create a white material in AC3D ( or in Blender ) with an emissive white
component.
3. draw a square in AC3D and affect it the white emissive material.
4. map the yellow/black texture on the emissive white square.

Voila

-Fred

--
Frédéric Bouvier
http://frfoto.free.fr         Photo gallery - album photo
http://www.fotolia.fr/p/2278  Other photo gallery
http://fgsd.sourceforge.net/  FlightGear Scenery Designer


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