I was unable to post images directly.  Here are the links without
leading http so as to confuse google enough to let me post them:

UV Error: img30 . imageshack . us / img30 / 4274 / uverror . png
Original desired image: eclecti.cc / files / 2008/03 / face . jpg

(no w w w in prefix)

Thanks once again.

On Jul 4, 4:02 am, away3dfan <[email protected]> wrote:
> So that's what UVs are for!
>
> I don't necessarily need a bitmap data if there's something easier,
> that's just all I found in the documentation.
>
> In any case, the screen is no longer black on view (infact it's quite
> a pretty render of a texture) however the alignments are still off.
> The second face aligns correctly it seems, but I don't totally
> understand what to do with the first face to get it to align
> properly.  See screenshots below if interested.
>
> Here is my updated code:
>
> // In class
> [Embed(source="C:/pic.jpg")]
> public var faceBitmap:Class;
>
> // In function
> var texturedShape:Mesh = new Mesh();
> var f:Face = new Face( 0:0:0, 100:0:0, 100:100:0,  null, new UV(0, 0),
> new UV(1, 1), new UV(0, 1 )  );
> var f2:Face = new Face( 0:100:0, 100:0:0, 100:100:0, null, new UV(0,
> 0), new UV(1, 1), new UV(0, 1 ) );
> texturedShape.addFace(f);
> texturedShape.addFace(f2);
> texturedShape.material = new PhongBitmapMaterial( Cast.bitmap
> (faceBitmap) );
> _scene.addChild( texturedShape );
>
> Please note: vertex assignments would be in the form new Vertex( 0, 0,
> 0 ), etc.  I'm using the above for clarity in troubleshooting.
>
> Can someone please explain to me how the UV assignments can be made to
> spread an image evenly across multiple faces?  Any help is greatly
> appreciated!
>
> On Jul 3, 9:00 am, Rob Bateman <[email protected]> wrote:
>
> > Hey away3dfan
>
> > if you want to texture a mesh with a bitmapmaterial, you will need to set uv
> > coordinates on each face object to allow teh mesh to 'skin' itself with the
> > bitmapdata you use in any bitmapmaterial. Have a closer look at any of the
> > primitive classes like sphere or plane to see how you create and apply these
> > uv coordinates
>
> > cheers
>
> > Rob
>
> > On Fri, Jul 3, 2009 at 8:36 AM, away3dfan <[email protected]> wrote:
>
> > > 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.
>
> > --
> > Rob Bateman
> > Flash Development & Consultancy
>
> > [email protected]

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