FYI we created a new primitive using Cylinder.as as a template.  In
our case it was a section of a paraboloid for a satellite dish
tutorial, but the idea should be similar for making a quarter-
cylinder.  Once you get your head around how the vertices and the UV's
are defined, you can write the equations in the loops that generate
the faces to put the vertices where they need to go.

One problem that we ran into was rendering of shading on the back side
when you set bothsides=true.  (This is Issue #37 in googlecode - I
think Rob was looking at it.)  We ended up having to generate two
primitives, both with bothsides=false, one the mirror of the other,
and combine them in an ObjectContainer3D with 1 pixel separation.

Please let us know how you do your quarter cylinder when you get it
working!

Ralph

On Aug 12, 5:21 pm, Li <[email protected]> wrote:
> You've stated the choices yourself. Try reviewing examples of segment
> extrude, vector features, etc and you should be able to get what you want.

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