Dynamic 3d textures

hey there w3d maniacs,
My first problem is that... I am having trouble converting a
director file with .w3d files and have them display on an html
document correctly. When it gets to part where the frame loops on
the w3d file, it gives me an error.
Q: Does that mean that I don't have the proper plugin to
display the shockwave file, or that i did not include the correct
plugin along with the conversion?
My second question was concerning 3d manipulation in
director.
Q: Is it possible to change textures on a w3d file? (A good
tutorial or helpful advice can help.)
Thanks a bundle,
Mong Vang

To change the image of an existing texture:
myTexture.image = <image object>
or
myTexture.member = <member with an image property>
To swap one existing texture for another in an existing
shader:
myShader.texture = myTexture
or
myShader.textureList[<index>] = myTexture
You can find a movie for testing texture and shader
properties at
http://nonlinear.openspark.com/tips/3D/shaders/.
You can find a very simple movie for swapping textures at
http://nonlinear.openspark.com/tips/3D/texture/

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    1) 205: MemoryManager - [Idle]
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    4) 201: cAsyncLoaderManager - [Idle]
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    7) 157: cCameraManager - [Idle]
    8) 153: GLSLManager - [Idle]
    9) 152: EffectManager - [Idle]
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    -"Main": 487.00 MB (16 bytes of partitions' alignment)
    -"Sound": 42.00 MB (1024 bytes of partitions' alignment)
    Memory Store "Main" (0x0xd637c008-0x0xf4a7c008) 487.00 MB
    -Linear Partition Xii2 Transient1 (0xd637c010-0xd677c010) 4.00 MB (ACTIVE)
    -Linear Partition Xii2 Transient2 (0xd677c010-0xd6b7c010) 4.00 MB (ACTIVE)
    -Dynamic ThreadSafe Partition Xii2 General (0xd6b7c010-0xd6d7c010) 2.00 MB (ACTIVE)
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    -Dynamic Partition Xii2 Scratch (0xd9412010-0xda612010) 18.00 MB (ACTIVE)
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    -Dynamic ThreadSafe Partition Xii2 Sambuca fixed (0xdd832010-0xdf032010) 24.00 MB (ACTIVE)
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    -TLSF Partition Xii2 UI (0xdf132010-0xe8732010) 150.00 MB (ACTIVE)
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    -Dynamic Partition Xii2 GBuffer (0xe89d5010-0xe89ee010) 0.10 MB (ACTIVE)
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    -Dynamic Partition Model Instances (0xee954010-0xeeacb010) 1.46 MB (ACTIVE)
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    System Information:
    Processor Information:
    Vendor: GenuineIntel
    CPU Family: 0x6
    CPU Model: 0xf
    CPU Stepping: 0xb
    CPU Type: 0x0
    Speed: 2400 Mhz
    4 logical processors
    4 physical processors
    HyperThreading: Unsupported
    FCMOV: Supported
    SSE2: Supported
    SSE3: Supported
    SSSE3: Supported
    SSE4a: Unsupported
    SSE41: Unsupported
    SSE42: Unsupported
    Network Information:
    Network Speed:
    Operating System Version:
    "Arch Linux" (64 bit)
    Kernel Name: Linux
    Kernel Version: 3.12.7-2-ARCH
    X Server Vendor: The X.Org Foundation
    X Server Release: 11500000
    X Window Manager: i3
    Steam Runtime Version: steam-runtime-release_2013-10-23
    Video Card:
    Driver: NVIDIA Corporation GeForce GTX 560 Ti/PCIe/SSE2
    Driver Version: 4.4.0 NVIDIA 331.38
    OpenGL Version: 4.4
    Desktop Color Depth: 24 bits per pixel
    Monitor Refresh Rate: 60 Hz
    VendorID: 0x10de
    DeviceID: 0x1200
    Number of Monitors: 1
    Number of Logical Video Cards: 1
    Primary Display Resolution: 1920 x 1080
    Desktop Resolution: 1920 x 1080
    Primary Display Size: 20,04" x 11,26" (22,95" diag)
    50,9cm x 28,6cm (58,3cm diag)
    Primary Bus: PCI Express 16x
    Primary VRAM: 1024 MB
    Supported MSAA Modes: 2x 4x 8x 16x
    Sound card:
    Audio device: Realtek ALC889A
    Memory:
    RAM: 3956 Mb
    Miscellaneous:
    UI Language: English
    LANG: de_DE.UTF-8
    Microphone: Not set
    Total Hard Disk Space Available: 230566 Mb
    Largest Free Hard Disk Block: 118537 Mb
    Installed software:
    Recent Failure Reports:
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    Last edited by cRaZy-bisCuiT (2014-01-20 14:42:55)

    I had this same issue at first, when I had copied the extracted files from main/ directory to /opt/StrikeSuitZeroS/, I got exactly the same error.
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    iAlphaReverse.copyPixels(newAlphaInfo, iAlphaReverse.rect,
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    --newAlphaInfo.copyPixels(iAlphaReverse, newAlphaInfo.rect,
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    newAlphaMask = iAlphaReverse.createMask()
    rescaleAbs(newImage, newImage.image.width,
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    destImage = member("place_Test").image.duplicate()
    destImage.fill(destImage.rect, rgb(0,0,0))
    newAlpha.image.useAlpha = false
    destImage.copyPixels(newImage.image, newImage.image.rect,
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    member("place_Test").image = destImage
    I apologize for the messy code. I have cut and pasted from
    all over the place and am getting confused. In any case, I think I
    am making this harder then it needs to be and hope someone can
    help.
    Thank you in advance,
    Dave

    Hi, you can try using other texture layer as mask on the same
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    property pMember
    property pEarthSphere
    property pNightSphere
    property pLastTransform
    on beginSprite me
    pMember = sprite(me.spriteNum).member
    me.setupWorld()
    end
    on setupWorld(me)
    pMember.resetWorld()
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    end repeat
    vEarthModelResource = pMember.newModelResource("EARTH MODEL
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    vEarthModelResource.radius = 50.000
    vEarthModelResource.resolution = 20
    vEarthTexture = pMember.newTexture("EARTH TEXTURE",
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    vEarthShader = pMember.newShader("EARTH SHADER", #standard)
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    vEarthShader.flat = TRUE
    vEarthShader.transparent = FALSE
    vEarthShader.textureList[1] = vEarthTexture
    pEarthSphere = pMember.newModel("EARTH MODEL",
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    pEarthSphere.shaderList = vEarthShader
    vNightModelResource = pMember.newModelResource("NIGHT MODEL
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    vNightModelResource.radius = 50.2000
    vNightModelResource.resolution = 20
    vNightTexture = pMember.newTexture("NIGHT TEXTURE",
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    vNightShader = pMember.newShader("NIGHT SHADER", #standard)
    vNightShader.emissive = color(255,255,255)
    vNightShader.flat = TRUE
    vNightShader.transparent = TRUE
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    pNightSphere = pMember.newModel("NIGHT MODEL",
    vNightModelResource)
    pNightSphere.shaderList[1] = vNightShader
    pNightSphere.parent = pEarthSphere
    end
    on exitFrame(me)
    pEarthSphere.rotate(0.0,0.1,0.0)
    me.moveMaskNightTexture()
    end
    on moveMaskNightTexture(me)
    vRotationVector = - pEarthSphere.transform.rotation
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    2- You are drawing a pixel at a time for everything. Why don't you calculate the area of the corners and only draw the corners a pixel at a time. For the rest, draw some filled polygons.
    3- The java Graphics object has method fill methode that can take any Shape object. Why don't you use that?
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    Hope that helps.
    Ekram
    Edited by: ekram_rashid on Feb 18, 2009 2:21 PM

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    +1

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    thanks for the reply, and sorry for late response. Here's the whole code for the test, and I grabbed the AGALMiniAssembler.as from here :
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              at flash.display3D::Context3D/drawTriangles()
              at sandbox::TestCompressedTexture/enterFrame()[/Volumes/MacintoshHD/Users/dawn/Documents/wor kspace/work/dev/smodel/src/sandbox/TestCompressedTexture.as:150]
    package sandbox
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              import com.adobe.utils.PerspectiveMatrix3D;
              import flash.display.Sprite;
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              import flash.display.StageAlign;
              import flash.display.StageScaleMode;
              import flash.display3D.Context3D;
              import flash.display3D.Context3DProfile;
              import flash.display3D.Context3DProgramType;
              import flash.display3D.Context3DRenderMode;
              import flash.display3D.Context3DTextureFormat;
              import flash.display3D.Context3DVertexBufferFormat;
              import flash.display3D.IndexBuffer3D;
              import flash.display3D.Program3D;
              import flash.display3D.VertexBuffer3D;
              import flash.display3D.textures.Texture;
              import flash.events.Event;
              import flash.geom.Matrix3D;
              import core.Scene3D;
              [SWF(width="600",height="800",frameRate="60")]
              public class TestCompressedTexture extends Sprite
                        [Embed(source="../../assets/tex_cube.png")]
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                        private var _swfHeight:int;
                        private var _swfWidth:int;
                        public var context3D:Context3D;
                        public var viewMatrix:Matrix3D = new Matrix3D();
                        public var projectionMatrix:PerspectiveMatrix3D = new PerspectiveMatrix3D();
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                                            0, 1, 2, 0, 2, 3,
                        public var meshVertexData:Vector.<Number> = Vector.<Number>([
      //x,y,z     u,v    nx,ny,nz
                                  -1, -1,  1, 0, 0,  0, 0, 1,
                                  1, -1,  1, 1, 0,  0, 0, 1,
                                  1,  1,  1, 1, 1,  0, 0, 1,
                                  -1,  1,  1, 0, 1,  0, 0, 1,
                        private var indexBuffer:IndexBuffer3D;
                        private var vertexBuffer:VertexBuffer3D;
                        private var program:Program3D;
                        private var _modelViewProjection:Matrix3D = new Matrix3D();
                        private var modelMatrix:Matrix3D = new Matrix3D();
                        private var texture:Texture;
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                                  _swfHeight = 600;
                                  _swfWidth = 800;
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                                  var vs:String =
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    Attachments:
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