In my last post here I was working with the assignment of dynamic materials to custom-defined objects, but I think this was a bit premature for my understanding, so here I'm asking a question about only one piece of my problem:
I would like to create a custom mesh (a flat plane cutout, really) and apply *one* material stretched across all the faces in the cutout (the way it is when a texture is applied to a sphere for example). This is what I tried: // In class [Embed(source="C:/pic.jpg")] public var earthBitmap:Class; // In function var texturedShape:Mesh = new Mesh(); var f:Face = new Face( v1a, v2a, v3a ); var f2:Face = new Face( v1b, v2b, v3b ); texturedShape.addFace(f); texturedShape.addFace(f2); texturedShape.material = new PhongBitmapMaterial( Cast.bitmap (earthBitmap) ); _scene.addChild( texturedShape ); However, this results in the entire screen going black when the face is in view of the camera. The problem also occurs when only one face is used. Please can you tell me what is the correct way to apply an embedded texture to one face, or across multiple faces of a single mesh? This will help me very much. Thank you! PS: Ideally I would have created only one surface with slanted edges to create the shape I want, but I believe the only way to do it is with individual faces, so this is the method that I'm currently using even though it results in tiny spaces between a couple of the faces which I have not found a way to get rid of yet.
