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

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