Actually, the blendFunctionList property is part of the original Shockwave 3D build.
I usually use 3dpi to test layered textures, e.g. adding a decal-like graffiti texture to a shader that already has a stucco texture. Interestingly, each texture layer can have its own unique U.V. map (although no 3D package exports multiple U.V. maps to Shockwave 3D).
If you drive under the bridge in my game, you will see an example of this technique:
#alpha blendFunction is a new feature, it has just appeared in the director documentation
but when i try to make it work i have an error message
Owen Buddenbaum wrote:
i see the #alpha blendfunction has been implemented in standard shader: http://help.adobe.com/en_US/Director/11.5/UsingScripting/WScf09ce35f85 d76b46815dfa11d55854ddc-7fea.html
i cannot make it work...
how does this work ???
#alpha and #constant canNOT be used for blendFunctionList.
set the blendFunctionList to #blend and set the blendSourceList to #alpha