this is a mapping problem - your objects appear distorted around the poles
because the texture mapping of a sphere 'pinches' the bitmap at that point.

you can try to get round the problem by using a composite material which
uses an array of materials to render layers of materials one on top of the
other. With this, you can try rendering a projection of your hotspot, rather
than just the image inside the base material (which is using the problematic
texture mapping) a projected material doesn't bother with uv coordinates, it
just pojects the image onto the surface of the model as if shone from a
lamp. You can see an example using texture projection (with code) over here:

http://www.infiniteturtles.co.uk/blog/away3d-projecting-a-lightmap

or here (slightly older code, so may require updating before it will run
with the latest trunk, but the principal is the same)

http://www.infiniteturtles.co.uk/blog/away3d-layering-and-projecting-bitmaps

hth!

Rob

On Thu, Jan 29, 2009 at 6:50 PM, colouredfunk
<[email protected]>wrote:

>
> Hey
>
> I've got a MovieMaterial made up of a JPG of a map, and several round
> buttons (hot spots) that fire off events else where in the project.
> But when this material is applied to a sphere it's looking very
> strange, please see the images below: -
>
> http://www.funkyjunk.me.uk/ImagesForExternals/away3d/globe_1.jpg
> http://www.funkyjunk.me.uk/ImagesForExternals/away3d/globe_2.jpg
> http://www.funkyjunk.me.uk/ImagesForExternals/away3d/maptexture.jpg
>
> This is the code : -
> material = new MovieMaterial(new Texture(), {interactive:true,
> smooth:true});
> sphere=new Sphere({ownCanvas:true,material:material,radius:
> 280,segmentsW:40,segmentsH:60});
>
> It doesn't matter how many segments I put it, I still get the same
> results... In fact the more segments the more unsmooth the lines
> appear....
>
> Has anyone else had this problem? Can it be fixed?




-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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