Hey Fabrice thanks a million ,I think I understand my mistakes, thanx for your help :)
On Feb 15, 2:09 pm, Fabrice <[email protected]> wrote: > yes the SkinExtrude needs a multidimentional array > > but the Eleavtion class does it for you. > Now you pass a third level, in witch there is only one array. and the > one the class needs are nested into that array > Since the generation needs a series of points "from" and a series > "to". The ocde thinks there is only "from". > > try > > var sknExtrd:SkinExtrude = new > SkinExtrude(elev.generate(source_elevation, "r", 5, 5, 10, 1,1), > { material:source_elevation, > bothsides:true, flip:false, subdivision:2, scaling:-1,coverall:true, > recenter:true, closepath:false } ); > > Fabrice > > On Feb 15, 2009, at 4:59 PM, AJF wrote: > > > > > > > Thank you for posting back Fabrice: I added the trident as you > > suggested for some perspective.In my origanal post you should see that > > the camera is "looking at" the "sknExtrd.position", and > > "bothsides:true" is also in there.I did some more testing and it seems > > as thou the [pnts] is not getting to or read (or something) by the > > SkinExtrude. I put some traces() in and this is the results:trace > > (sknExtrd.faces.length)//0 ,, trace(sknExtrd.vertices.length)//0 ,, > > I'm not that great at AS3 but it looks to me if there was something > > showing up, there would not be 0's. I'm not familiar with the Extrude > > class so I looked at the class file(2.1v) still not sure of the > > requirements for an extrusion to happen, 2 sets of points? Anything > > you can tell me will be of great help, and thanks for taking the time > > to look at this. Keep up the great work on this awesome engine :) > > > On Feb 14, 4:13 pm, Fabrice <[email protected]> wrote: > >> to make sure you render something... > > >> import away3d.primitives.trident; > > >> in your code > >> view.scene.addChild(new Trident()); > > >> if you want render once only, I see no enterframe event.. > > >> just ask the camera to point at this trident. Its set to 0,0,0 > > >> view.camera.lookAt(new Number3D()); > > >> if at this point you should see the trident, but may be not the > >> elevation: > >> lookAt(sknExtrd.position); > > >> If you still see nothing, set to sknExtrd the property bothsides:true > >> if you now see something, just set back to false and set flip:true. > > >> Hope its helps a bit in the darkness :) > > >> Fabrice > > >> On Feb 14, 2009, at 8:54 PM, AJF wrote: > > >>> Hey All, I can not get anything to display and I have played around > >>> with this for days now. I'm using ver 2.1. I am probably missing > >>> something simple but I just don't know what, any help for a dumb > >>> farmer would be awesome. Thanxs > >>> public class SknExtr extends Sprite > >>> { > >>> [Embed(source='../lib/earth.png')] > >>> public var EarthMap:Class; > > >>> [Embed(source='../lib/Red1.png')] > >>> public var RedEarth:Class; > > >>> public function SknExtr() > >>> { > >>> var scene:Scene3D = new Scene3D(); > >>> var camera:Camera3D = new Camera3D(); > >>> var view:View3D = new View3D( { scene:scene, > >>> camera:camera } ); > >>> view.x = stage.stageWidth / 2; > >>> view.y = stage.stageHeight / 2; > >>> addChild(view); > > >>> var source_elevation:BitmapData = > >>> Cast.bitmap(RedEarth); > >>> var redErMat:BitmapMaterial = new > >>> BitmapMaterial(Cast.bitmap > >>> (EarthMap)); > > >>> var elev:Elevation = new Elevation(); > >>> var pnts:Array = > >>> elev.generate(source_elevation, "r", 5, 5, 10, 1, > >>> 1); > >>> var sknExtrd:SkinExtrude = new > >>> SkinExtrude([pnts], > >>> { material:source_elevation, > >>> bothsides:true, flip:false, subdivision:2, > >>> scaling:-1, > >>> coverall:true, recenter:true, > >>> closepath:false } ); > >>> trace(pnts);//x:0 y:233 z:89,x:50 y:233 z:95,x: > >>> 100 y:233 z:102,x: > >>> 150 y:233 z:138,etc... > >>> sknExtrd.x = sknExtrd.y = sknExtrd.z = 10; > >>> (sknExtrd as Mesh).pushback = true; > >>> view.scene.addChild(sknExtrd); > >>> view.camera.lookAt(sknExtrd.position); > >>> view.render(); > >>> trace(sknExtrd.position);//x:10 y:10 z:10 > >>> } > > >>> } > > >>> }- Hide quoted text - > > >> - Show quoted text -- Hide quoted text - > > - Show quoted text -
