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
