is the blue map a fully blue filled rect? If not this is often happenning when a model is first mapped with large texturemap that is later on scaled back. Especially visible if the map is displayed per face slightly blowed up. The player tends to look at neighbourg pixels to interpolate one fix for that, is to bleed your pixels.
if yes... then... its a good one :) Fabrice On Apr 28, 2010, at 5:17 PM, kensuguro wrote: > Wow! Would have taken me years to get to that. setting repeat = > false solved the issue of the texture reading from outside the proper > uv range, but now the 1px gaps are black. Better than a colored 1px > line, but the gap is still there... > > Anyway, here's the belated pic of the problem: > > http://groups.google.com/group/away3d-dev/web/Picture%20283.png > > On Apr 28, 5:36 am, elguapoloco <[email protected]> > wrote: >> I don't think this is related, but you never know! I am working on a >> project with Lite and was going crazy with a weird 1px outline showing >> up on planes. They have a simple bitmap material applied, nothing >> fancy. But that 1px looked really bad! After much tinketing, adding >> bitmapMaterial.repeat = false; did the trick! The bitmap material >> mapped perfectly. The red bleeding might be due to the repeat in the >> bitmap material... >> >> ath. >> >> Jerome.
