no, just an alternative.
Fabrice
On Jul 9, 2009, at 4:33 PM, Michael Iv wrote:
my last question to you . I f I understood you right :you mean that
in order to skybox to render correctly I should use a regular Cube
and not SkyBox6 or SkyBox?
Thank You
On Thu, Jul 9, 2009 at 4:29 PM, Fabrice3D <[email protected]> wrote:
http://www.closier.nl/playground/cubeprops.swf
as you can see on cube in the middle, once you set map6 is true, it
renders as you want it to.
if you use the Cube class, it behaves as the Skybox in this
configuration.
Fabrice
On Jul 9, 2009, at 3:20 PM, SasMaster wrote:
I very appreciate you for spending your time for reply .I made a few
minutes ago a test where I rotated 6 times the part of image
responsible for the top part and nothing helped it still looks like
the example from the demos.
On Jul 9, 4:12 pm, Fabrice3D <[email protected]> wrote:
No this is a mapping issue
Some changes were made not so long ago.
because we had 2 or 3 classes like the Cube able to do same, but
mapping was done another way.
We have looked at output from third app, such as apple VR, and chosen
the most often outputed and mapped accordingly.
explode was covered just few days ago
look at thread
Re: Problem with access face material
Fabrice
On Jul 9, 2009, at 2:28 PM, SasMaster wrote:
I will tell yo what the problem I am trying to use the skybox6 image
from demos of Away3d and I see that the top image is not showing as a
part of the box .So I supposed that I must somehow rotate it in order
to blend it with the rest of images.
On Jul 9, 3:16 pm, Fabrice3D <[email protected]> wrote:
You can use Explode
select the faces you want, and rotate them
eventually use Weld afterwards.
but you might be better off by building your cube with Planes
objects.
Fabrice
On Jul 9, 2009, at 1:58 PM, SasMaster wrote:
Does anybody know if its possible to rotate separate parts of
geometry
like cube's faces