We have a odd problem with texture images breaking when using a point light and a texture with seperate specular and ambients maps. The big problem is we have not been able to identify which difference in the system make the break show up (browsers and flash versions can be the same).
An example of what we are seeing can be found here.
http://jcgray.com/away/
The code we are using to set textures and light is below with CurvedPlane being a custom geometry used to create a curved plane (half a cylinder in this case, to create a room around the viewer when the needed texture was larger then 2048 width).
_lightFlashLight = new PointLight();
_lightFlashLight.ambient = 0;
_lightFlashLight.diffuse = 1;
_lightFlashLight.specular = 0;
_lightFlashLight.color = 0xffffff;
_lightFlashLight.z = -160;
_lightFlashLight.fallOff = 60;
_lightFlashLight.radius = 40
_lightPicker = new StaticLightPicker(new Array (_lightFlashLight))
var cylGeom:CurvedPlane = new CurvedPlane(_roomSize, _roomSize*2, 16, 16, false, true, segmentPortionOfFullCylinder)
texture = new TextureMaterial(Cast.bitmapTexture( BITMAP_TO_USE_FOR_LIT_AREAS ));
texture.specularMap = Cast.bitmapTexture( BITMAP_DARK_AREAS ) );
texture.ambientTexture = Cast.bitmapTexture( BITMAP_TO_USE_FOR_LIT_AREAS ) ); is
var wallMesh:Mesh = new Mesh( cylGeom, texture ) ;
texture.lightPicker = _lightPicker;
The effect is to create a spot light, so the dark areas are not simply a darker version of the texture and it works well. On some systems, using the same flash player, we end up with tears in the the texture. Does this problem look familiar to anyone? If so could you put me on the right track to trouble shooting?