see it a sort of a mask, a triangle one.
if 2 points of the triangle share the same coordinates, the triangle
is no long valid
it becomes a line with no thickness.
Fabrice
On Aug 7, 2009, at 6:51 PM, steanson wrote:
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
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