Thanks Fabrice. I'm working with an artist and want to relay this clearly. He's UV-mapping only part of a whole mesh, when he has to use all the vertices of the mesh?
On May 12, 2:02 pm, Fabrice3D <[email protected]> wrote: > Sounds like missing uv's. > ObjParser takes care of this by adding default ones, has its often outputed > without them. May be we should extends this feature to all parsers... > > Fabrice > > On May 12, 2011, at 17:32, Ross Smith <[email protected]> wrote: > > > First - thank you developers for your work on Away3D. It's approachable > > and fun to learn. You rock. > > > Second - I'm trying out Broomstick with very little background in 3D for > > Flash. I am 97% sure I'm making a noob mistake with my textures and > > looking for a quick pointer. (And more extended general resources if you > > have links, so's to mitigate future noob questions.) > > > Running example here, a very minimally modified version of the 3DS Max > > import test: > >http://www.evolutioneer.com/away3d/error_3669_issue/bin-debug/molehil... > > > Source with 3DS file exported from Blender here: > >http://www.evolutioneer.com/away3d/error_3669_issue.zip > > > I'm getting the following run-time error shortly after the example starts > > up: > > > RangeError: Error #3669: Bad input size. > > at flash.display3D::VertexBuffer3D/uploadFromVector() > > at > > away3d.core.base::SubGeometry/getUVBuffer()[/Users/rosssmith/lib/away3d/broomstick/src/away3d/core/base/SubGeometry.as:177] > > at > > away3d.core.base::SubMesh/getUVBuffer()[/Users/rosssmith/lib/away3d/broomstick/src/away3d/core/base/SubMesh.as:150] > > at > > away3d.materials.passes::DefaultScreenPass/render()[/Users/rosssmith/lib/away3d/broomstick/src/away3d/materials/passes/DefaultScreenPass.as:402] > > at > > away3d.materials::MaterialBase/renderPass()[/Users/rosssmith/lib/away3d/broomstick/src/away3d/materials/MaterialBase.as:336] > > at > > away3d.core.render::DefaultRenderer/drawRenderables()[/Users/rosssmith/lib/away3d/broomstick/src/away3d/core/render/DefaultRenderer.as:171] > > at > > away3d.core.render::DefaultRenderer/draw()[/Users/rosssmith/lib/away3d/broomstick/src/away3d/core/render/DefaultRenderer.as:100] > > at > > away3d.core.render::RendererBase/executeRender()[/Users/rosssmith/lib/away3d/broomstick/src/away3d/core/render/RendererBase.as:318] > > at > > away3d.core.render::RendererBase/render()[/Users/rosssmith/lib/away3d/broomstick/src/away3d/core/render/RendererBase.as:299] > > at > > away3d.core.render::DefaultRenderer/render()[/Users/rosssmith/lib/away3d/broomstick/src/away3d/core/render/DefaultRenderer.as:79] > > at > > away3d.containers::View3D/render()[/Users/rosssmith/lib/away3d/broomstick/src/away3d/containers/View3D.as:336] > > at > > molehill_carnival/handleEnterFrame()[/Users/rosssmith/prj/flashbuilder/molehill_carnival/src/molehill_carnival.as:68] > > > I've isolated that it occurs sometime *after* Colormap.png is loaded. > > > Any ideas? > > -- > > Ross Smith > > [email protected]
