OK then, my mistake.

Building my own grid of triangles was definitely the long way round
but from my perspective it gave me a great deal of easy access over
the properties

Thanks for your help

Jim


On Jan 18, 8:16 am, Fabrice3D <[email protected]> wrote:
> and why wouldn't you not be able to change the materials?
> depending on objects constructors, the materials are applied at face or 
> object level.
> if you clear at face level and nullify the object one. you have zero material.
> then apply as you want, at face or mesh.material level.
>
> Fabrice
> On Jan 18, 2010, at 4:26 AM, jimalliban wrote:
>
> > Thanks for your help Fabrice.
>
> > I tried the Explode option but it wouldn't allow me to change the
> > individual materials at various stages (not that you would know this
> > was required as I never mentioned it).
>
> > I went back to my previous method and fixed it by setting faceMaterial
> > to null.
>
> > Thanks again
>
> > Jim
>
> > On Jan 17, 9:02 pm, Fabrice3D <[email protected]> wrote:
> >> Again, you can use the Explode class not only as generator of new meshes 
> >> like in previous mail, but also it ensures that each face is not sharing 
> >> any vertex with
> >> another face. Just ignore the "unique mesh" boolean.
> >> in short: you have all you need after you have use Explode with 
> >> plane.faces array
> >> you can animate, alter as with multiple meshes, except here you just need 
> >> keep track of the indexes.
>
> >> Fabrice
>
> >> On Jan 17, 2010, at 8:40 PM, jimalliban wrote:
>
> >>> 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

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