Hi Peter having a few problems with the map6 property kind of skyBox related. Fabrice has been pointing me in the right direction, but I am stuck on applying the material so it applies the map6 mapping correctly..
[Embed(source="assets/map1-01.png")]
public static var map1Image:Class;
...
map1 = Bitmap(new map1Swf());
map1Bitmap = new Bitmap(new BitmapData(512, 512, true, 0));
var map1BitmapData:BitmapData = map1.bitmapData;
//var testBM:Bitmap = new Bitmap(new BitmapData(512, 512, true,
0));
material = new BitmapMaterial(map1BitmapData);
...
it is not tiling the bitmap correctly (Flex), instead of the usual map it tiles
is as the screenshot, however if it is done in Flash it works as expected using
the code Fabrice showed me. Can you see where I am going wrong?
thanks again
-----Original Message-----
From: "Peter Kapelyan" <[email protected]>
Sent: Monday, 31 August, 2009 16:05
To: [email protected]
Subject: [away3d] Re: Skyboxes - Any way to make them look better?
I'm pretty sure your problem is the "smoothing" of the image, and the
reason it looks so low-res. If you turned smooth:true in your material it
should look a lot better.
-Pete
On Mon, Aug 31, 2009 at 10:38 AM, Sascha <[email protected]> wrote:
>
> Thanks Li, I'll try tweaking material precision and quartering faces.
> A sphere would surely improve quality but it also increases the
> triangles and I'm already at the hard limit with them, the planet
> system is supposed to be for a game.
>
> Sascha
>
>
> On Mon, Aug 31, 2009 at 6:27 AM, Li<[email protected]> wrote:
> > You could try tweaking the precision on the material of the skybox, or
> > quartering its faces.
> > You could also experiment with a sphere if the cubic geometry doesn't
> give
> > you the feel you want. Sky spheres are a bit more difficult to work with
> > though. I tried it once: You you need to get a 180-360 image (or
> something
> > like that, can't remember the name) and map it onto a sphere with
> reversed
> > normals. When I did this I brought a sphere from Maya with such
> inversion,
> > but I think you can do that directly in Away3D with its primitives now.
> >
>
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