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.

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