Annnnnnnnd I figured it out :)

For anyone else who runs into this, the solution is to set your
material.repeat = true and your mesh needs the UVs scaled:

mesh.geometry.scaleUV(1); // default
mesh.geometry.scaleUV(2); // equal to scaling by .5 in 3.6

Kind of odd how it works (but maybe because I don't understand UVs
fully) that the higher you go the smaller the scale.

Hope that helps someone else in the future.

Matt

On Jun 24, 3:12 pm, Matt Przybylski <[email protected]> wrote:
> Found the method I was using in Away3D 3.6.  It was the
> TransformBitmapMaterial and you set scaleX and scaleY on that material
> with repeat set to true.  What is the equivalent of this in
> Broomstick?
>
> Matt
>
> On Jun 24, 2:31 pm, Matt Przybylski <[email protected]> wrote:
>
>
>
>
>
>
>
> > Hey guys,
> > I could have sworn in 3.6 there was a way to apply a bitmap material
> > to a model, tile it, and give the tiling a scale to determine how
> > small the tiles would be although now I can't seem to find it because
> > I've been working with Broomstick exclusively lately and am to the
> > point where I'm getting the two engines mixed up.  In any case, my
> > question is this:
>
> > If i have a bitmap material that i want to tile on the surface of a
> > model, how can i control the tiling of it so that if a model that is a
> > sphere with a radius of 100 has the material applied to it and another
> > sphere with a radius of 300, the texture looks the same size on each
> > one?
>
> > Thanks,
> > Matt

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