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]

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