Nice, works well, got me a repeating texture and animated.

I've not heard of the AGAL thing, I just done a quick google on it, but I
think I'm going to need some examples or docs regarding what it's all about
and how to use it.

I am attempting to re-construct this in Broomstick:
http://www.allforthecode.co.uk/splash/high/
and then add to it.

I did try regular poly for the floor like I used in 3.6 but the texture ends
up radial. So I'm hoping a plane which is bigger than an outer sphere's
diameter will nicely clip the places to form a circular floor in the center
of the sphere where the floor will move via your incrementUV function.
Testing testing testing...

Cheers for those two functions very handy :)

D




On 12 April 2011 13:17, John Brookes <jbp...@googlemail.com> wrote:

> I would guess its better done though that AGAL thang but.
>
> I was playing about with shifting the UVs other day didnt do rotation.
>
> Make sure the bitmapmaterial has tile set to true.
>
> private function incrementUV(m:Mesh, pos:Point):void
> {
>     var v:Vector.<Number> =
> SubGeometry(m.geometry.subGeometries[0]).UVData;
>     for (var i:int = 0; i < v.length; i=i+2)
>     {
>         v[i] += pos.x;
>         v[i + 1] += pos.y;
>         SubGeometry(m.geometry.subGeometries[0]).updateUVData(v);
>     }
> }
>
> private function scaleUV(m:Mesh, pos:Point):void
> {
>     var v:Vector.<Number> =
> SubGeometry(m.geometry.subGeometries[0]).UVData;
>     for (var i:int = 0; i < v.length; i=i+2)
>     {
>         v[i] += ( pos.x - 1) * 0.5;
>         v[i + 1] += (pos.y - 1) * 0.5;
>
>         v[i] /= pos.x
>         v[i + 1] /= pos.y;
>
>         SubGeometry(m.geometry.subGeometries[0]).updateUVData(v);
>     }
> }
>
> eg
> incrementUV(plane, new Point(0.01, 0.01));
> scaleUV(plane, new Point(0.99, 0.99));
>
>
> No idea how safe/good.
> was just playing about :)
>
>

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