Change Material of a Primitive Object on Papervision3D Using BitmapFileMaterial
When working with Papervision3D, applying custom materials (textures) to 3D objects is a common requirement. One such approach is using the BitmapFileMaterial
class. To avoid runtime issues with asset paths, it's best to embed both the 3D model and texture images directly into your ActionScript project.
Step 1: Embed Model and Texture Assets
Use the [Embed]
directive to load both your DAE (Collada) model and the associated texture bitmap:
[Embed(source = "assets/Guitar.dae", mimeType = "application/octet-stream")] private var LoadGuitar:Class; [Embed(source = "assets/Guitar/guitarTexture.png", mimeType = "application/octet-stream")] private var LoadGuitarTexture:Class;
By embedding assets this way, you eliminate file path issues and ensure that assets are bundled within the SWF, making your 3D application more portable and reliable.
Next Steps
Once you have the model and texture embedded, you can proceed to:
- Instantiate the Collada object from the
LoadGuitar
class - Create a
BitmapFileMaterial
usingLoadGuitarTexture
- Apply the material to the Collada mesh or any primitive you create
Example
Here is a simple example of applying the material to a 3D object:
// Create material from embedded bitmap var texture:Bitmap = new LoadGuitarTexture() as Bitmap; var material:BitmapFileMaterial = new BitmapFileMaterial(texture.bitmapData); material.smooth = true; // Load the model var guitarModel:Collada = new Collada(new LoadGuitar(), material); // Add to scene scene.addChild(guitarModel);
Conclusion
Using embedded assets with BitmapFileMaterial
ensures efficient and portable material application in Papervision3D. This method works great for offline builds or asset-heavy 3D Flash experiences where external loading may cause delays or complications.