I'm going to conclude my inquiries in this thread because the problem
I initially wanted to solve is solved (thank you).  However, I've
encountered some serious other issues with the actual display of the
texture across faces, I'll create a new thread focused on that so as
not to re-cause the problem of confusing one issue with the other.

Thanks once again!

On Jul 4, 6:21 pm, Fabrice3D <[email protected]> wrote:
> hey Away3dfan (i like that nickname :))  )
>
> You just need to follow some rules...
> A very important rule: you need to work clockwize for your vertices.
> same rule for the uv's.
>
> the UV spread is simple
> imagine a quad face, say a square:
>
> top/left = 0,1
> top/right = 1,1
> down/left = 0,0
> down/right = 1,0
>
> u = 1 = width source.
> v = 1 = height source.
>
> now only thing you need is choose a projection
> you have more options
>
> if you choose for a flat projection, you need to work with the max and  
> min values of your mesh.
> then in between its all a matter 0/1 in of percentage. In case of 2  
> faces that forms a square, its the exact values
> shown above.
>
> if you choose for "bending" where the texture is distorted according  
> to mesh, you can use division of
> vertices per axe
>
> if you choose for distances from side, you need to choose one vertice,  
> and the furthest for both u and v.
> Its handy for  irregular shapes like a road, and is mostly used for 2  
> plans covering.
> the third plan shows elongated pixels at edges, you can see this in a  
> UV editor if you say for instance, project form left
> on a cube, the middle faces are just a series of pixels stretched.
>
> there are like hundreds of ways to project, but these are the mostly  
> used.
> take a look at the way PathExtrude does: there is distance and  
> percentage
>
> In roundedcube you also have an example of a 6map
> n Sphere or irregular polygon, you can see circular projection.
> In Lathe you have a regular circular projection...
>
> Enough examples to look at I think :)
>
> Fabrice
>
> On Jul 4, 2009, at 10:09 AM, away3dfan wrote:
>
>
>
> > 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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