thanks Fabrice that makes sense now
Steve

On Aug 7, 9:57 pm, Fabrice3D <[email protected]> wrote:
> see it a sort of a mask, a triangle one.
> if 2 points of the triangle share the same coordinates, the triangle  
> is no long valid
> it becomes a line with no thickness.
>
> Fabrice
>
> On Aug 7, 2009, at 6:51 PM, steanson wrote:
>
>
>
> > I was assuming it would use 0,0 as a starting point and map across the
> > face, pixel by pixel, and that the value of 0,0 just determines that
> > start point into the texture.
>
> > thanks Steve
>
> > On Aug 7, 1:33 pm, richardolsson <[email protected]> wrote:
> >> 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

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