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 -

Reply via email to