hmm...very interesting technique... :)
Hi,
have a look at the Casting Shadow example
http://blog.zupko.info/
i think andys aproach to avoid seams is to load the dae twice.
The first dae uses a "normal" BitmapMaterial and the second a GouraudMaterial.
If you define different BlendModes (normal and multiply) your example looks like a shadedMaterial with a gouraudShader but without the annoying seams.
Christoph
Yen Freeman wrote:
Greetings to all!
I connected dae model and imposed on it with the material shaders. At picture shows that on the material of black lines on some facets of the model. Please tell me how to remove them?
I'm using the latest version Greatwhite
Sorry for the bad English.

Source .fla, .as, .dae, .swf —
doggy_shader.zip (176 Kb)
Part of source:
//Materials
var mp:MaterialsList = new MaterialsList();
var bp:BitmapAssetMaterial = new BitmapAssetMaterial("doggy_skin");
var sh = new PhongShader(light, 0xFFFFFF, 0x333333, 20);
var shbp:ShadedMaterial = new ShadedMaterial(bp, sh);
mp.addMaterial(shbp, "all");
//Model
dae = new DAE();
dae.load("doggy.dae",mp);
dae.moveDown(100);
dae.scale = 150;
dae.yaw = 180;
default_scene.addChild(dae);