Hi again. I'm developing an application to do photoframing. So, I've four cube/trapezoids that frames a picture:
http://marcosamedida.tecnopixel.com/paint.jpg I need to apply the texture without deformation, simulating a real wood piece, And ideally, i would use TransformBitmapMaterial for tiling. I've added Projector.project('left',cube) to my code, but it doesn't look well. Thanks for expend your time to help a newbie... On 4 nov, 12:15, Fabrice3D <[email protected]> wrote: > 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>
