sounds like you do not fill your vector.<Number> of verts the propper way trace the relation indice*3 (+1 and +2) to trace a vert and its indice*2 uv (+1 for v)
fabrice On Mar 23, 2011, at 10:40 PM, Dave wrote: > 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
