Thanks Fabrice. I'll certainly give that a go if all else fails. Everything is currently in place to work with my system and scrapping that would mean more or less starting again.
I basically need to have full control over all the triangles in a plane. This includes altering the vertices and individual materials. These additional triangles seem as though they are the result of a bug in the Away framework. Can't seem t get rid of them. On Jan 17, 7:05 pm, Fabrice3D <[email protected]> wrote: > dunno what you want to achieved exactly, but if you want all triangles to be > independant, > you can do this in 3 or 4 lines of code... > > step 1: var p:Plane = new Plane > step2: Explode(p, boolean as unique mesh); > > done :) > > nice to note here, that it works on any Mesh object, not just planes... > > Fabrice > > On Jan 17, 2010, at 4:46 AM, jimalliban wrote: > > > Hi All > > > I'm trying to make a grid of triangles to produce a plane that can be > > broken apart for an Augmented reality project. Each triangle needs to > > be double sided, but setting bothsides to true results in 2 triangles. > > One is the proper triangle in the correct place with the UV mapping. > > The other has all the default properties - 0, 0, 0, random > > ColorMaterial, 100 * 100 etc etc. Have a look at this image to see > > what I mean > > >http://augmatic.co.uk/store/triangles.png > > > It's not finished yet but here is the method: > > > private function buildTriangleGrid():void > > { > > _triangles = new Vector.<Triangle>(); > > > var camelBmd:Camels = new Camels(0, 0); > > var camelMat:BitmapMaterial = new > > BitmapMaterial(camelBmd); > > > var gridWidth:int = _segW * _triangleSize; > > var griHeight:int = _segH * _triangleSize; > > > var a:Vertex; > > var b:Vertex; > > var c:Vertex; > > var d:Vertex; > > > var uva:UV; > > var uvb:UV; > > var uvc:UV; > > var uvd:UV; > > > var i:int; > > var j:int; > > for (i = _segH; i > 0; i--) > > { > > > for (j = 0; j < _segW * 2; j++) > > { > > var triangle:Triangle = new Triangle(); > > triangle.bothsides = true; > > > if (j % 2 == 0) > > { > > /* > > 0 __ 1 > > \ | > > \ | > > \ | > > \2 > > */ > > > var halfJ:int = j * 0.5; > > > triangle.vertices[0] = new > > Vertex(halfJ * _triangleSize - > > (gridWidth * 0.5), > > > > i * _triangleSize, > > > > 0); > > triangle.vertices[1] = new > > Vertex((halfJ + 1) * _triangleSize - > > (gridWidth * 0.5), > > > > i * _triangleSize, > > > > 0); > > triangle.vertices[2] = new > > Vertex((halfJ + 1) * _triangleSize - > > (gridWidth * 0.5), > > > > (i - 1) * _triangleSize, > > > > 0); > > > a = triangle.vertices[0]; > > b = triangle.vertices[1]; > > c = triangle.vertices[2]; > > d = new Vertex(0, (i - 1) * > > _triangleSize, 0); > > > uva = new UV(0, 1); > > uvb = new UV(1, 1); > > uvc = new UV(1, 0); > > uvd = new UV(0, 0); > > } > > else > > { > > > /* > > 0 > > | \ > > | \ > > | \ > > 1 ____2 > > */ > > > } > > triangle.addFace(new Face(a, b, c, > > camelMat, uva, uvb, uvc)); > > _triangles.push(triangle); > > addChild(triangle); > > } > > } > > } > > > Hope someone can help > > > Cheers > > > Jim
