k, one more thing to look at :))

Fabrice


On Apr 28, 2010, at 11:28 PM, kensuguro wrote:

> 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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