its even more obvious on this one, just excenter more on the x, so that space that is generated at base becomes an empty square so excenter value would be like the width/depth (seems square) of this pilar.
don't forget to delete the faces that would be included into this "cube" Fabrice On Mar 4, 2010, at 4:43 PM, Wex wrote: > Oops, wrong image link in previous post... > http://www.creativenorth.co.uk/post-content/away002.png > > -Wex > > On Mar 4, 2:30 pm, Wex <[email protected]> wrote: >> Well, that changed it a little bit: >> >> http://www.creativenorth.co.uk/post-content/away001.png >> >> Still didn't fully correct it though. >> >> If anyone else is havng this issue; for the purpose of a real-life >> situation it should be possible to make the model without overlapping >> polys in the first place. >> >> -Wex >> >> On Mar 4, 2:09 pm, Konstantinos Anatolitis >> >> <[email protected]> wrote: >>> The following worked for me: >> >>> view.renderer = Renderer.INTERSECTING_OBJECTS; >> >>> On Mar 4, 4:05 pm, Wex <[email protected]> wrote: >> >>>> I have a poly that's not depth-sorting properly. Anyone know if it's a >>>> model issue or just an option I'm missing...? >> >>>> http://www.creativenorth.co.uk/post-content/away001.png >> >>>> Loaded using: >> >>>> mesh = Max3DS.load("axis.3DS"); >>>> m_view.scene.addChild(mesh);
