the engine doesn't really care if you use them or not. It follows a rule with no exceptions.
for each indice*3, there must a series of 3 numbers in the vertices vector, a uv definition: 2 numbers at indice*2 3 indices + 9 numbers vertices + 6 uv's form a valid face. if you miss one of these --> bam in short the model file needs to have valid information for vertices, faces and uv's. if you import as obj file, you would not have this issue as said in previous reply. Fabrice On May 12, 2011, at 9:20 PM, Ross Smith wrote: > 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]
