freezereagle Posted March 11, 2014 Share Posted March 11, 2014 I am trying to apply a different texture to each face of a cube.I have been able to do this using MultiMaterial and subMeshes, but my images are not oriented on the faces of the box the way I need them to be. I tried using vAng, wAng, and uAng, but they do not seem to give me the results I need. I just get black faces. I only need to rotate the images by increments of 90 degrees (PI/2)I cannot pre-rotate the images, because they are used in other areas and the orientation is correct for those purposes. Here is a sample of the code I have so far. var box = BABYLON.Mesh.CreateBox("Box", 1.0, scene); var FrontMaterial = new BABYLON.StandardMaterial("cubeFront", scene); FrontMaterial.emissiveTexture = new BABYLON.Texture("images/front.png", scene); var BackMaterial = new BABYLON.StandardMaterial("cubeBack", scene); BackMaterial.emissiveTexture = new BABYLON.Texture("images/back.png", scene, false, true); var LeftMaterial = new BABYLON.StandardMaterial("cubeLeft", scene); LeftMaterial.emissiveTexture = new BABYLON.Texture("images/left.png", scene); var RightMaterial = new BABYLON.StandardMaterial("cubeRight", scene); RightMaterial.emissiveTexture = new BABYLON.Texture("imagesright.png", scene); var TopMaterial = new BABYLON.StandardMaterial("cubeTop", scene); TopMaterial.emissiveTexture = new BABYLON.Texture("images/top.png", scene); var BottomMaterial = new BABYLON.StandardMaterial("cubeBottom", scene); BottomMaterial.emissiveTexture = new BABYLON.Texture("images/bottom.png", scene); var cubeMultiMat = new BABYLON.MultiMaterial("cubeMulti", scene); cubeMultiMat.subMaterials.push(BackMaterial); cubeMultiMat.subMaterials.push(FrontMaterial); cubeMultiMat.subMaterials.push(RightMaterial); cubeMultiMat.subMaterials.push(LeftMaterial); cubeMultiMat.subMaterials.push(TopMaterial); cubeMultiMat.subMaterials.push(BottomMaterial); box.subMeshes = []; box.subMeshes.push(new BABYLON.SubMesh(0, 0, 4, 0, 6, box)); box.subMeshes.push(new BABYLON.SubMesh(1, 4, 4, 6, 6, box)); box.subMeshes.push(new BABYLON.SubMesh(2, 8, 4, 12, 6, box)); box.subMeshes.push(new BABYLON.SubMesh(3, 12, 4, 18, 6, box)); box.subMeshes.push(new BABYLON.SubMesh(4, 16, 4, 24, 6, box)); box.subMeshes.push(new BABYLON.SubMesh(5, 20, 4, 30, 6, box)); box.material = cubeMultiMat; Thanks, Xanmia 1 Quote Link to comment Share on other sites More sharing options...
freezereagle Posted March 13, 2014 Author Share Posted March 13, 2014 I solved my issue.It was related to a typo. I used Math.Pi instead of Math.PI. Just for anyone reference the Texture member to use is wAng. gwenael, GameMonetize and Xanmia 3 Quote Link to comment Share on other sites More sharing options...
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