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

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