Hi Fabrice,

Thank you for replying.

What you describe is exactly what I am doing, and I have plotted the
values (outputted via a trace and imported into excel) that have been
filled in the array, and the results are proper. I will look further.

-Dave

On Mar 23, 2:48 pm, Fabrice3D <[email protected]> wrote:
> 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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