Hi
The simple answer is NOT or better said NOT SO SIMPLE. If you
build the original 3D scene and convert it to W3D file format then
you can get into director the images you use on your 3D application
as a textures separately and apply these at runtime to your models,
so you have the images (bitmap data) to play with as any other
bitmap on Director. The image property of the texture doesn’t
works, at least to me. Other solution is at runtime build a plane
facing the 3D camera, setting the visual size, projection and so
on, assign a new shader with the emissive property set to
color(255,255,255) (full white) to the plane and put the texture
you want (considering some texture params like quality,
nearFiltering and renderFormat) and grab the image property of the
stage or 3d cast member. It isn’t a elegant way to get the
image of a texture but works, the drawback of this is that image`s
resolution could be not the same as the original (stored on the W3D
file) and the aspect ratio of the texture not always is square,
then you have to code all this considerations and modify the
width/length and visible size of your plane with texture on screen
and some more. My personal solution: I’ve made a texture
extractor application by using a Xtra to read binary data (on the
3d cast member media property) and search for a jpg binary header
and end binary tag, then copy the binary data in between and save
to disk (with the same Xtra) with somename.jpg extension and I get
a jpg file exactly as the stored on the w3D file!!! From here you
can import the new jpg image file into Director and use it as you
like. You even can do this at runtime but just as a projector
application, if you want to do it as plugin run mode (shockwave
plugin on a web browser) the option of the plane facing the camera
could work. I hope this can help you
Have a nice coding!!!