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
