I'm having a heck of a time getting my textures to map properly to my
objects. I'm at my wits end. I cannot figure out what is wrong.

I have written a collada parser for broomstick that takes care of
geometry, textures and materials. For whatever reason, however, my UV
mapping when rendered in away3D looks completely wrong.

I've reduced my problem down to a cylinder with cylindrical mapping of
a 512x512 texture. It's still not clear what is happening.

[Code snippet (not very useful, I realize)]

var uvData:Vector.<Number> = new Vector.<Number>(numVertexIndexes * 2,
true);
<snip - code to fill in uv's>
subGeometry.updateUVData(uvData);

I do properly dereference the texcoord chunk in collada to produce the
proper UV list in indexOfVertex order.

I have confirmed (by plotting in Excel) that my UV's in Collada are
correct, and I've confirmed that my numbers are the same on read of
the Collada file, and setting into the subGeometry object. For
whatever reason, those values are not being properly associated with
my vertices.

I am using a simple BitmapMaterial.

Is there some dumb mistake based on this description (which seems
fairly simple) that sticks out, or is there a simple mistake that
everyone makes with UV's?

-Dave

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