I was assuming it would use 0,0 as a starting point and map across the
face, pixel by pixel, and that the value of 0,0 just determines that
start point into the texture.

thanks Steve

On Aug 7, 1:33 pm, richardolsson <[email protected]> wrote:
> The UV coordinates are a way to map coordinates on a texture/material
> bitmap, to vertices in the model. If all vertices have UV = (0,0) that
> means that no pixels from the texture will be used (they are all in
> the bottom left corner of the bitmap, so they does not include any
> pixels at all.)
>
> I suggest you have a look at the regular primitive classes that are in
> the away3d.primitives package. Have a look at Cube, Plane, Sphere et
> c. They all extend AbstractPrimitive, which has some methods in the
> arcane namespace that you can use if you want to create your own
> custom primitive.
>
> I have been planning on writing a tutorial about this. But who has the
> time...? :)
>
> Cheers
> /R
>
> On Aug 7, 11:21 am, steanson <[email protected]> wrote:
>
> > thanks for the pointers in the right direction!
> > Just one more question:
> > In the example above if i set the u and v properties both to 0 the
> > material appears totally black. why would that happen?
> > thanks once again
> > Steve
>
> > On Aug 6, 11:30 am, Fabrice3D <[email protected]> wrote:
>
> > > u & v == x & y on a map, represented in 0 to 1 values.
> > > u:0, v:1 being topleft of the map, u:1, v:0 being downright.
>
> > > Fabrice
>
> > > On Aug 6, 2009, at 10:59 AM, steanson wrote:
>
> > > > Perfect, that really helps it make sense.
> > > > I'm not quite sure what a UV represents, I was thinking normals but
> > > > there are 3 per face.
>
> > > > cheers Steve
>
> > > > On Jul 28, 8:27 pm, "David Zirbel" <[email protected]>
> > > > wrote:
> > > >> Hi Steve,
>
> > > >> Here is a snippet of some code I wrote to try to figure out the
> > > >> vertex/uv/face/mesh relationships. It generates the simplest solid  
> > > >> I could
> > > >> think of: four vertices and four faces:
>
> > > >> // Create vertices:
> > > >> v0 = new Vertex(  0,  0,  0);
> > > >> v1 = new Vertex(100,  0,  0);
> > > >> v2 = new Vertex( 50, 50,100);
> > > >> v3 = new Vertex( 50,-50,100);
> > > >> // Create UVs:
> > > >> uv0 = new UV(0.0,1.00);
> > > >> uv1 = new UV(0.0,0.0);
> > > >> uv2 = new UV(1,1);
> > > >> uv3 = new UV(0.5,0.25);
> > > >> uv4 = new UV(1.0,0.50);
> > > >> uv5 = new UV(1.0,0.00);
> > > >> // Create faces:
> > > >> f0 = new Face(v1,v3,v2);
> > > >> f0.uv0 = uv2;
> > > >> f0.uv1 = uv3;
> > > >> f0.uv2 = uv4;
> > > >> f1 = new Face(v0,v2,v3);
> > > >> f1.uv0 = uv5;
> > > >> f1.uv1 = uv4;
> > > >> f1.uv2 = uv3;
> > > >> f2 = new Face(v0,v3,v1);
> > > >> f2.uv0 = uv1;
> > > >> f2.uv1 = uv3;
> > > >> f2.uv2 = uv2;
> > > >> f3 = new Face(v0,v1,v2);
> > > >> f3.uv0 = uv1;
> > > >> f3.uv1 = uv2;
> > > >> f3.uv2 = uv0;
> > > >> // Create mesh:
> > > >> m0 = new Mesh();
> > > >> m0.addFace(f0);
> > > >> m0.addFace(f1);
> > > >> m0.addFace(f2);
> > > >> m0.addFace(f3);
> > > >> m0.material = phongColorMat;
>
> > > >> HTH!
>
> > > >> David Z
>
> > > >> -----Original Message-----
> > > >> From: [email protected] [mailto:away3d-
> > > >> [email protected]] On
>
> > > >> Behalf Of steanson
> > > >> Sent: Tuesday, July 28, 2009 11:02 AM
> > > >> To: away3d.dev
> > > >> Subject: [away3d] Re: generate object from 3d coords
>
> > > >> thanks for the replies!
>
> > > >> I was hoping that I could define some points/triangles and go from
> > > >> there, is that not possible?
> > > >> I don't really understand the way that triangles, faces, mesh and
> > > >> materials are related. Are there some notes, as the docs don't make
> > > >> the relationships explicit.
>
> > > >> cheers Steve
>
> > > >> On Jul 28, 2:47 pm, Peter Kapelyan <[email protected]> wrote:
> > > >>> Use can use a Lathe extrusion to create your object. Once it is  
> > > >>> created
> > > >> you
> > > >>> can try to find the faces manually, and overwrite those sides with  
> > > >>> new
> > > >>> materials. Let me know if it makes sense.
>
> > > >>> -Pete
>
> > > >>> On Tue, Jul 28, 2009 at 9:07 AM, steanson
> > > >> <[email protected]>wrote:
>
> > > >>>> For example is there a way to specify local coordinates for say a
> > > >>>> pyramid, assign materials to each face?
>
> > > >>>> On Jul 28, 9:16 am, steanson <[email protected]> wrote:
> > > >>>>> If I know / can work out my coordinates in 3d space for an object,
> > > >>>>> quite a simple one, what is the best way to create this in  
> > > >>>>> away3d. I'm
> > > >>>>> trying to avoid learning a package like Blender.
>
> > > >>>>> thanks Steve
>
> > > >>> --
> > > >>> ___________________
>
> > > >>> Actionscript 3.0 Flash 3D Graphics Engine
>
> > > >>> HTTP://AWAY3D.COM

Reply via email to