The UV coordinates are a way to map coordinates on a texture/material bitmap, to vertices in the model. If all vertices have UV = (0,0) that means that no pixels from the texture will be used (they are all in the bottom left corner of the bitmap, so they does not include any pixels at all.)
I suggest you have a look at the regular primitive classes that are in the away3d.primitives package. Have a look at Cube, Plane, Sphere et c. They all extend AbstractPrimitive, which has some methods in the arcane namespace that you can use if you want to create your own custom primitive. I have been planning on writing a tutorial about this. But who has the time...? :) Cheers /R On Aug 7, 11:21 am, steanson <[email protected]> wrote: > 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
