The UV transformation properties are now on sub-meshes, because what
they really transform are geometric properties (UV coordinates per
vertex).

This means that you can access them through:

mesh.subMeshes[0].scaleU = 0.5; // Et c.


Cheers
/R


On Aug 8, 10:06 am, do rinal <[email protected]> wrote:
> Hello,
> Simple question, i would like to know how can i have access to the uv
> property in the new away3D 4.0 version(fp 11, github), compare with
> broomstick (bitmapMaterial scaleU, scaleV, offsetU, offestV,
> uvRotation);
> thx for your answer;
> Do

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