ATF texture with partial mipmap’s doesn’t show up

Software: Away3D 4.x

rdoi, Member
Posted: 05 February 2014 07:29 PM   Total Posts: 86

Basically I can’t manage to display materials based on ATF with “partial” mipmap levels.
Empty mipmaps (-e) option doesn’t make much difference.

The attached screenshot should display 3 cubes, only the first one (that has full 11 levels mipmaps) are displayed.

They where generated with (attached in the zip):
png2atf -c -r -q 0 -f 0 -i rainbow.png -o Rainbow.atf
png2atf -c -n 0,0 -r -q 0 -f 0 -i rainbow.png -o Rainbow_mm0.atf
png2atf -c -n 0,4 -r -q 0 -f 0 -i rainbow.png -o Rainbow_mm04.atf

Disabling the “mipmap” parameter in TextureMaterial makes them appears, but ... so no mipmap at all?

Just a little dummy code:

// ATF Texture embedding
[Embed(source="/../rainbow.atf"mimeType="application/octet-stream")]
public static const Rainbow_ATF:Class;

[Embed(source="/../rainbow_mm0.atf"mimeType="application/octet-stream")]
public static const Rainbow_mm0_ATF:Class;

[Embed(source="/../rainbow_mm04.atf"mimeType="application/octet-stream")]
public static const Rainbow_mm04_ATF:Class;


// ... (any default away3d init code here)

private function createCubes():void {
 
var m:Mesh;
 var 
g:CubeGeometry= new CubeGeometry(); 

 
m= new Mesh(g,new TextureMaterial(new ATFTexture(new Rainbow_ATF())));
 
m.x= -150;
 
scene.addChild(m);

 
m= new Mesh(g,new TextureMaterial(new ATFTexture(new Rainbow_mm0_ATF())));
 
scene.addChild(m);

 
m= new Mesh(g,new TextureMaterial(new ATFTexture(new Rainbow_mm04_ATF())));
 
m.x150;
 
scene.addChild(m);
}
// ... 

Config:

Win8.1 x64 + Away3D 4.1.6 (master) + Air 4.0.0 (ASC2) + Gaming SDK 1.3 (CC) ATF Tools

* I am suspecting of the (maybe) outdated png2atf version…

  png2atf V0.7 Copyright 2010-2012 Adobe Systems Inc.


Has someone any clue about this?

 

 

File Attachments
rainbow_atfs.zip  (File Size: 1646KB - Downloads: 136)
   
   

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