Ups sorry, it's better to put "mat = new BitmapMaterial()" outside the
repetition, if you use only one material for all faces.


On Thu, Jan 6, 2011 at 7:29 PM, Aji Pamungkas
<[email protected]>wrote:

> 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
>
>


-- 
Aji Pamungkas

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