I'm running a 1024x1024 texture map for test, just to make sure it wasn't a scaling issue. And to be safe, the blue fill goes beyond the uv limits... you can see the map here (scaled down)
http://groups.google.com/group/away3d-dev/web/smallmap.jpg On Apr 28, 11:33 am, Fabrice3D <[email protected]> wrote: > 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.
