Hi,

You would need to turn bothsides property to "true", also then you can
assign a material to the back property, like:

mesh.back=othermaterial;
Also you might want to turn on precision for the material if it warps too
much like:

material.precision=5;

Or you can use say mesh.quarterFaces() to add more info for the triangle
mapping so it doesn't warp so much.

Hope it helps

-Pete
On Tue, Dec 2, 2008 at 8:50 AM, [EMAIL PROTECTED] <[EMAIL PROTECTED]
> wrote:

>
> hi
>
>  I draw a plane like this:
>
> tmpPlane = new Mesh();
>
> tmpFace0 = new Face(new Vertex(-0.5,-0.5,0),new Vertex(0.5,-0.5,0),new
> Vertex(-0.5,0.5,0));
> tmpFace0.uv0 = new UV(0,0);
> tmpFace0.uv1 = new UV(1,0);
> tmpFace0.uv2 = new UV(0,1);
>
> tmpFace1 = new Face(tmpFace0.v1,new Vertex(0.5,0.5,0),tmpFace0.v2);
> tmpFace1.uv0 = new UV(1,0);
> tmpFace1.uv1 = new UV(1,1);
> tmpFace1.uv2 = new UV(0,1);
>
> tmpPlane.addFace(tmpFace0);
> tmpPlane.addFace(tmpFace1);
>
> movieMaterial = new MovieMaterial( imageComponent.content_container);
> tmpPlane.material = movieMaterial;
>
> carousel = new ObjectContainer3D(tmpPlane);
> view.scene.addChild(carousel);
>
> I used the mesh to create a mesh, couse I would like to give each
> vertices (in this case four vertices) a new position with the tweener
> (animation tool).
>
> know my problem:
>
> when I can see the plane in front it looks good
>
> but when I see the plane in another perspective I can see that the
> material looks very different.
> there are some wrong matches where the triangles come together.
>
> I heared about somethink like to back a material...
>
> how can i do this?
>
> Or what kind of filter is possible to make the material fix, so that
> it dosn“t matter from which perspective I will look on it.
>
> thanks




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