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cloneTextureFromCastMember() - Macromedia Director 3D

Hi to everyone. Is there a way to clone a texture from one 3d member to another like clonemodelfromcastmember (cmfcm) ? I've been using cmfcm but i think it's a little inefficient. Basically you need to clone the model and delete it from the destination cast member. Besides cmfcm copies shaders, childs, resources or whatever is used by the model in the origin castmember Another way is to import the textures as bitmaps an create the textures as #fromcastmember. For me is easier to encapsulate them in a w3d file. Thanks in advance....

  1. #1

    Default cloneTextureFromCastMember()

    Hi to everyone.

    Is there a way to clone a texture from one 3d member to another like
    clonemodelfromcastmember (cmfcm) ?

    I've been using cmfcm but i think it's a little inefficient. Basically you
    need to clone the model and delete it from the destination cast member. Besides
    cmfcm copies shaders, childs, resources or whatever is used by the model in the
    origin castmember

    Another way is to import the textures as bitmaps an create the textures as
    #fromcastmember. For me is easier to encapsulate them in a w3d file.

    Thanks in advance.



    ensamblador Guest

  2. #2

    Default Re: cloneTextureFromCastMember()

    Nope, there's no easy built-in way.

    There's a third method which is pretty complex - you could be to capture the
    texture image from the source cast member using an orthographic camera and a
    plane with your texture on, at 100% emissive, set the cam's orthoheight so that
    one pixel = one texel, turn off texture filtering, set the member's rect to the
    exact size of the plane and grab the member's image. You could then use that
    image object as the source for your new texture in the other scene.

    - Ben


    duckets Guest

  3. #3

    Default Re: cloneTextureFromCastMember()

    Thanks for the tip. I thik is useful when you dont have access (you dont have
    the files) to bitmaps.
    I prefer to import all the pitures in a separate cast and create the textures
    via newTexture.

    Bottom line, I used the above method.

    ensamblador Guest

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