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
