HI Fabrice, I was indeed doing UV's wrong. It turns out that ASCollada's DaePrimitive reorders the UV's to be in face order, not in INDEX order. Once I discovered this, I was able to fix it pretty easily.
-Dave On Mar 23, 3:09 pm, Dave <[email protected]> wrote: > 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
