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.

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