Researching further into the issue..
The problem turns out to happen everywhere.  Even on a simple cube.

http://groups.google.com/group/away3d-dev/web/Picture%20284.png

I verfied that the uv positions were in fact accurate.  So the problem
must be happening within GraphicsTrianglePath..  I'm wondering if the
t value in uvt is having accuracy issues, or perhaps
GraphicsTrianglePath is not dealing with the skewing and deformation
correctly.  Since the UV value is correct, it is reading the right
pixels..  suggesting the error to be in what comes after that.
(perspective correction, and draw)  But this is within the
GraphicsTrianglePath's operation, so I can't look any deeper.

Is anyone aware of some sort of limitation with GraphicsTrianglePath's
perspective correction or draw operation?

On Apr 28, 11:54 am, kensuguro <[email protected]> wrote:
> 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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