[Papervision3D] planes look very glitchy and messy ... any advice?

Rob Bateman rob.bateman at gmail.com
Sun Dec 23 09:46:19 PST 2007


cheers Tim! like i said - i'm only trying to help and your proactive
attitude has just demonstrated that.

Kudos

Rob


On Dec 23, 2007 5:19 PM, Tim Knip <tim.knip at gmail.com> wrote:

> This way you could position your plane using 4 known points.
>
> After placing the thus created plane, you can add more vertices /
> faces by calling :
> plane.quarterFaces();
>
> Repeat until the result is satisfactory.
>
> Tim
>
> 2007/12/23, Tim Knip <tim.knip at gmail.com>:
> > > can i generate a plane that only has 4 vertices, and then by some
> algorithm,
> > > have it subdivide it a bunch of times giving it much more
> vertices/segments?
> >
> > Now i think of it... maybe its better to create your own plane class:
> >
> > [code]
> > public class MyPlane extends TriangleMesh3D
> > {
> >   public function MyPlane( material:MaterialObject3D, p0:Vertex3D,
> > p1:Vertex3D, p2:Vertex3D, p3:Vertex3D ):void
> >   {
> >     super( material, new Array(), new Array() );
> >
> >     this.geometry.vertices.push( p0, p1, p2, p3 );
> >
> >     // maybe you need to change order!
> >     var uv0:NumberUV = new NumberUV(0, 0);
> >     var uv1:NumberUV = new NumberUV(1, 0);
> >     var uv2:NumberUV = new NumberUV(1, 1);
> >     var uv3:NumberUV = new NumberUV(0, 1);
> >
> >     var f0:Triangle3D = new Triangle3D(this, [p0, p1, p2], material,
> > [uv0, uv1, uv2]);
> >     var f1:Triangle3D = new Triangle3D(this, [p0, p2, p3], material,
> > [uv0, uv2, uv3]);
> >
> >     this.geometry.faces.push( f0, f1 );
> >     this.geometry.ready = true;
> >   }
> > }
> > [/code]
> >
> > Tim
> >
>
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-- 
Rob Bateman
Flash Development & Consultancy

rob.bateman at gmail.com
www.infiniteturtles.co.uk
www.away3d.com
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