Hi Declan, UV mapping/coordinates are always defined per face. That is, in a face, every corner has a UV coordinate. In some cases, all faces that share a vertex must have the same UV coordinate for that vertex.
Anyway, this means that if the UV coordinates of a face defines that it's texture should be taken from the top left corner of a bitmap, it will take it's texture from the top left corner of whatever bitmap is assigned to it. If that face has it's own material, it's the bitmap in that material. If that face doesn't have a material, the bitmap will be taken from the mesh-level material. Simply put, a face material overrides a mesh material, and which of the two materials the texture comes from does not change the UV coordinates of the actual face. I hope this helps. Otherwise just fire away any questions you might have! Cheers /R On Dec 18, 2:34 pm, rctdeclan <[email protected]> wrote: > I almost figured out the Mesh class, and I've also read the book "3D > in Flash". > > I'm just wondering how the UV mapping of a "global" material differs > from the UV mapping of a face material. > > Could somebody explain this to me? > > Declan > > On Dec 15, 4:43 pm, John Brookes <[email protected]> wrote: > > > > > > > > > Well as long as it 'seems' to work thats ok. :)
