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]
