well, if you want your texture projected on the trapeze sides 1/1 as your texture
Take a look at Projector.as in away3d.materials.utils
all you need is in there.

The only thing you need to do is like in previous code, sort on sides, and alter the faces uv's sharing same plan.

btw note that in my previous code, you can get rid of dictionary check, I was busy with other similar code where vertexes were not unique. in your case they are are since its the vertices list...

Fabrice


On Nov 4, 2009, at 11:52 AM, Makc wrote:

I do not understand this problem. Is it not exactly what is supposed
to happen? See, for example, attached picture - suppose you move the
vertex of left-bottom face - why would there be any reason for texture
in top-right face to change? So, naturally there is texture break at
the edge after vertex is moved.

The simple way to "fix" this is to split the face in the net of small
faces (increase cube subdivisions) and move all of them in proportion.
This can be done with as3dmod, for example. Alternatively, you can
write clever material utilizing t-s in uvt data to change distortion,
or pixel bender shader (neither is easy).
<trapezoid.gif>

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