Thanks for reply and for pointing that out :) i guess i will mix. I find solution1 hard because vertices on intersections have shared uv data. so i can't map them individually. also, 1 big plane would create problems for Away3Dlite clipping.
i am currently testing this. mixing solutions seems to be the best option, it balances cpu and memory. it also clips fine. i also didn't know if i put 2 planes next to each other, that i would get smooth transition without gap pixels. that is the greatest thing. so i will combine lots of planes without "welding" vertices. hope it goes well. thanks again F. On Apr 14, 4:11 pm, Fabrice3D <[email protected]> wrote: > solution #1 > that very easy, since uv's are 0-1 based > > solution #2 > also possible, its just a question of duplicating the Plane primitive and > change the uv setters > > solution #3 > if your project needs to be seen by player 9, max is 2800x2800 > > solution #4 > no, there is a cliprect var in moviematerial. if defined only this region is > drawn. > > another option is also a mix of 1 2 and 3, where you simply have a series of > planes > say for the ease all having 512x512 materials, and just copypixel info you > have in your lib or external swf content file. if your total plane is > composed like the one on your jpg, you would have 9 of these. so each tile is > 256x256, which is also perfect for mipmapping. > > Fabrice > > On Apr 14, 2010, at 3:55 PM, Tain wrote: > > > Hi, > > I am using Away3Dlite and i am trying to create a Plane with a texture > > created from Tileset. > > > here is a graphic representation of a an problem: > >http://i44.tinypic.com/106kp3a.jpg > > > Some guys already try to do this in Away3d but i haven't seen any > > complete solution. > > Usually discussion ended at the point i am stuck right now. > > > If someone can even point me in some direction it would be great. > > > Thanks > > > -- > > To unsubscribe, reply using "remove me" as the subject.
