Hi Fabio, I guess you haven't described uv-mapping in your "face" :p And maybe, it's better when your "face" is a triangle.
Something like this : mesh = new Mesh(); repeat until max number of triangle faces: v0 = new Vertex(x,y,z); // x,y,z are the locations of your vertex v1 = new Vertex(x,y,z); v2 = new Vertex(x,y,z); mat = new BitmapMaterial(); uv1 = new UV(uv00,uv01); // u, v are the mapping of your "face" to the texture uv2 = new UV(uv10,uv11); uv3 = new UV(uv20,uv21); mesh.addChild(new Face(v0,v1,v2,mat,uv1,uv2,uv3)); On Thu, Jan 6, 2011 at 6:03 PM, Fabio Silva <[email protected]> wrote: > Hi, > > when creating a face like: > > var f:Face = new Face(); > f.moveTo(0, 0, 0); > f.lineTo(50, -50, 0); > f.lineTo(100, -50, 0); > f.lineTo(100, 0, 0); > f.lineTo(50, 50, 0); > f.lineTo( -50, 50, 0); > f.lineTo( -100, 0, 0); > f.lineTo( -100, -50, 0); > f.lineTo( -50, -50, 0); > > var m:Mesh = new Mesh(); > m.addFace(f); > > var mat:BitmapMaterial = new BitmapMaterial(Cast.bitmap(terrain)); > mat.repeat = true; > f.material = mat; > > when applying the BitmapMaterial to the face the face is clipped to a > triangle formed with the first two lines. > Is there any other way to apply the material or create this type of > faces? > > > Regards, > > Fabio -- Aji Pamungkas
