thanks for the pointers in the right direction!
Just one more question:
In the example above if i set the u and v properties both to 0 the
material appears totally black. why would that happen?
thanks once again
Steve



On Aug 6, 11:30 am, Fabrice3D <[email protected]> wrote:
> u & v == x & y on a map, represented in 0 to 1 values.
> u:0, v:1 being topleft of the map, u:1, v:0 being downright.
>
> Fabrice
>
> On Aug 6, 2009, at 10:59 AM, steanson wrote:
>
>
>
> > Perfect, that really helps it make sense.
> > I'm not quite sure what a UV represents, I was thinking normals but
> > there are 3 per face.
>
> > cheers Steve
>
> > On Jul 28, 8:27 pm, "David Zirbel" <[email protected]>
> > wrote:
> >> Hi Steve,
>
> >> Here is a snippet of some code I wrote to try to figure out the
> >> vertex/uv/face/mesh relationships. It generates the simplest solid  
> >> I could
> >> think of: four vertices and four faces:
>
> >> // Create vertices:
> >> v0 = new Vertex(  0,  0,  0);
> >> v1 = new Vertex(100,  0,  0);
> >> v2 = new Vertex( 50, 50,100);
> >> v3 = new Vertex( 50,-50,100);
> >> // Create UVs:
> >> uv0 = new UV(0.0,1.00);
> >> uv1 = new UV(0.0,0.0);
> >> uv2 = new UV(1,1);
> >> uv3 = new UV(0.5,0.25);
> >> uv4 = new UV(1.0,0.50);
> >> uv5 = new UV(1.0,0.00);
> >> // Create faces:
> >> f0 = new Face(v1,v3,v2);
> >> f0.uv0 = uv2;
> >> f0.uv1 = uv3;
> >> f0.uv2 = uv4;
> >> f1 = new Face(v0,v2,v3);
> >> f1.uv0 = uv5;
> >> f1.uv1 = uv4;
> >> f1.uv2 = uv3;
> >> f2 = new Face(v0,v3,v1);
> >> f2.uv0 = uv1;
> >> f2.uv1 = uv3;
> >> f2.uv2 = uv2;
> >> f3 = new Face(v0,v1,v2);
> >> f3.uv0 = uv1;
> >> f3.uv1 = uv2;
> >> f3.uv2 = uv0;
> >> // Create mesh:
> >> m0 = new Mesh();
> >> m0.addFace(f0);
> >> m0.addFace(f1);
> >> m0.addFace(f2);
> >> m0.addFace(f3);
> >> m0.material = phongColorMat;
>
> >> HTH!
>
> >> David Z
>
> >> -----Original Message-----
> >> From: [email protected] [mailto:away3d-
> >> [email protected]] On
>
> >> Behalf Of steanson
> >> Sent: Tuesday, July 28, 2009 11:02 AM
> >> To: away3d.dev
> >> Subject: [away3d] Re: generate object from 3d coords
>
> >> thanks for the replies!
>
> >> I was hoping that I could define some points/triangles and go from
> >> there, is that not possible?
> >> I don't really understand the way that triangles, faces, mesh and
> >> materials are related. Are there some notes, as the docs don't make
> >> the relationships explicit.
>
> >> cheers Steve
>
> >> On Jul 28, 2:47 pm, Peter Kapelyan <[email protected]> wrote:
> >>> Use can use a Lathe extrusion to create your object. Once it is  
> >>> created
> >> you
> >>> can try to find the faces manually, and overwrite those sides with  
> >>> new
> >>> materials. Let me know if it makes sense.
>
> >>> -Pete
>
> >>> On Tue, Jul 28, 2009 at 9:07 AM, steanson
> >> <[email protected]>wrote:
>
> >>>> For example is there a way to specify local coordinates for say a
> >>>> pyramid, assign materials to each face?
>
> >>>> On Jul 28, 9:16 am, steanson <[email protected]> wrote:
> >>>>> If I know / can work out my coordinates in 3d space for an object,
> >>>>> quite a simple one, what is the best way to create this in  
> >>>>> away3d. I'm
> >>>>> trying to avoid learning a package like Blender.
>
> >>>>> thanks Steve
>
> >>> --
> >>> ___________________
>
> >>> Actionscript 3.0 Flash 3D Graphics Engine
>
> >>> HTTP://AWAY3D.COM

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