Hi,

It could be that it is my ignorance of the away3d code but the problem
I see in practice is that none of 2 x 3 textures map correctly on the
Cube. If you use 2 x 3 (2 columns with 3 rows stretched to let's say
2048 x 2048 pixels) or 3 x 2 (3 rows by 2 columns stretched to the
same dimensions) you always get wrong mapping - some faces are mapped
correctly and some are not (with stretching and half way breaks). The
funny way to fix it is to change line 390 of code in Cube.as from

                        if (_tile6) {
                                u_tile_dim = u_tile_step = 1/3;
                                v_tile_dim = v_tile_step = 1/2; // line 390
                        }

to

                        if (_tile6) {
                                u_tile_dim = u_tile_step = 1/3;
                                v_tile_dim = v_tile_step = 1/3;
                        }

However, the problem I see than is that tiles are not mapped
continously from 2 first rows but rather without any reasonable
pattern (let's say from 3 x 3 texture one can see tiles 2,3,7,8 mapped
on the cube).

Another problem with texture mapping I have encountered is with
RegularPolygon primitive. Away3d 3.6 allowed for nice mapping of
rectangular textures without any distortion which was quite handy in
building cylinders with different textures on top bottom and side. In
broomstick texture is wrapped around black point sitting somewhere in
the middle between centre and edge of polygon. Any idea what is wrong
with that?

Jacek

On May 18, 10:24 pm, Dave <[email protected]> wrote:
> You can use the Cube() constructor "tile6" param, which will allow you to
> assign a single bitmap material that has been set up with a single texture
> with a 2x3 grid.  Your face textures would have to be pre-scaled to fit into
> those 6 slots.
>
> Other than that, you must set up your own Mesh with 6 separate SubGeometry's
> so that you can apply 6 separate materials to separate SubMeshes.
>
> -Dave

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