It seems that Away3D (or Collada) uses up the entire 0-1 UV range, so
when you have a non-square texture (eg. 512x256), the Y resolution
gets distorted. The only solution is to use a distorted texture
(double height), but it's very hard to draw/design in this fashion. Or
one could use a square (512x512) bitmap but only have UVs on one half
of the space, thus wasting memory for the other half.

An option to somehow define the required UV range would be an awesome
addition to the engine.

Thanks for your inputs!
M.

Reply via email to