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.
