I would guess its better done though that AGAL thang but.
I was playing about with shifting the UVs other day didnt do rotation.
Make sure the bitmapmaterial has tile set to true.
private function incrementUV(m:Mesh, pos:Point):void
{
var v:Vector.<Number> = SubGeometry(m.geometry.subGeometries[0]).UVData;
for (var i:int = 0; i < v.length; i=i+2)
{
v[i] += pos.x;
v[i + 1] += pos.y;
SubGeometry(m.geometry.subGeometries[0]).updateUVData(v);
}
}
private function scaleUV(m:Mesh, pos:Point):void
{
var v:Vector.<Number> = SubGeometry(m.geometry.subGeometries[0]).UVData;
for (var i:int = 0; i < v.length; i=i+2)
{
v[i] += ( pos.x - 1) * 0.5;
v[i + 1] += (pos.y - 1) * 0.5;
v[i] /= pos.x
v[i + 1] /= pos.y;
SubGeometry(m.geometry.subGeometries[0]).updateUVData(v);
}
}
eg
incrementUV(plane, new Point(0.01, 0.01));
scaleUV(plane, new Point(0.99, 0.99));
No idea how safe/good.
was just playing about :)