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steros, Newbie
Posted: 05 November 2011 01:24 PM Total Posts: 19
Hey guys!
I’m getting used to Away3D and am happy about the engine so far :).
Just now I was following one of the tutorials provided on this website: http://blog.tartiflop.com/2008/11/first-steps-in-away3d-part-3-texture-mapping/ .
One of the lines that I wanted to use was the following:
var tiledAway3DMaterial:TransformBitmapMaterial = new TransformBitmapMaterial(Cast.bitmap(away3DBitmap), {repeat:true, scaleX:.5, scaleY:.5});
But I run in to multiple problems: TransformBitmapMaterial can’t be found and Cast doesn’t exist.
I guess this is because I’m working with Away3D 4?
In that case are there any up to date tutorials any of you knows of?
Thanks in advance
Stefan
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kornwaretm, Newbie
Posted: 06 November 2011 04:29 AM Total Posts: 21
[ # 1 ]
use this
yourMesh.geometry.scaleUV(5,5);
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steros, Newbie
Posted: 06 November 2011 08:07 AM Total Posts: 19
[ # 2 ]
Thanks for the reply!
I’m very interested to know where did you find out? is there a tutorial or some place where it states what the changes are between Away 3 and 4?
For me it trows an error though:
Error #1063: Argument count mismatch on away3d.core.base::Geometry/scaleUV(). Expected 1, got 2.
So you can only scaleX and Y at the same time I guess… Next to that; Than how do you set the repeat?
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kornwaretm, Newbie
Posted: 06 November 2011 10:54 AM Total Posts: 21
[ # 3 ]
1. i explore 4.0’s code. Because tutorial are rare…
2. the old version of 4.0 use 1 parameter. the new one from the svn uses 2 parameters.
3. to use the repeat use the material property. yourBitmapMaterial.repeat = true;
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Fabrice Closier, Administrator
Posted: 06 November 2011 09:08 PM Total Posts: 1265
[ # 4 ]
Indeed, in early alpha version, scaling uv’s was tiling along u and v axis using the same multiplier. You can now define a different multiplier for u and v.
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steros, Newbie
Posted: 07 November 2011 02:02 PM Total Posts: 19
[ # 5 ]
Thanks guys!
This helps a lot already
Now I’m trying to position this bitmapMaterial nicely on my object but am having a hard time… can’t I just do something like:
myBitmapMatrial.x -= 50; ?
:D this away thing is fun!
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steros, Newbie
Posted: 07 November 2011 02:30 PM Total Posts: 19
[ # 6 ]
In 3.6 you could do that through the TransformBitmapMaterial. change the offsetX or Y…
I’m a bit frustrated that there are no tutorials but I guess there is being worked hard by some people to get some tutorials available.
do you guys know of something like the offsetX anywhere?
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kornwaretm, Newbie
Posted: 07 November 2011 02:57 PM Total Posts: 21
[ # 7 ]
i don`t think that is possible for now. the UVs are protected attribute of SubGeometry. UV editing usually done using 3D modeling software. it`s much easier to do.
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Fabrice Closier, Administrator
Posted: 07 November 2011 03:17 PM Total Posts: 1265
[ # 8 ]
of course you can, simply access the subgeom.getUVData vector, change as you please and updateUVdata again. If you end up with values lower than 0 or exceeding 1, don’t forget set repeat to true.
For uv’s projection, you also can use Projector in tools package
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kornwaretm, Newbie
Posted: 07 November 2011 04:28 PM Total Posts: 21
[ # 9 ]
ow it use getter . i did not notice that . so ..
myMesh.geometry.subGeometries[0].UVData;
and the Projector are awesome too. now I’m curious what away3D doesn’t have
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steros, Newbie
Posted: 09 November 2011 09:07 AM Total Posts: 19
[ # 10 ]
Awesome! I’m gonna have some fun with that.
I found some helpfull functions here: http://markmail.org/message/jq6how5zz2vfgr76
Now another related question arises:
If I have a cube and I use a BitmapMaterial which I fit nicely on one face. Are the other faces filled with repeated border pixels? What happens to the other faces?
Is it possible to make a Bitmap that wraps around the cube automatically?
Thanks for al the help so far guys. Without you I had been stuck :D
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