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
