1/ no, its because of legacy, in flash 9, a 2 tri plane looks like sh...
and because of a logical face build. which is  clockwize.
so when you define a plane mesh, when you code it you keep in mind two lines of 
a row, and one col
then you just have to define 4 vertexes.

2/ yes of course, its just another loop, as long as the face vertices order is 
logical and clockwize

3/ yes, Weld class is made for this. but you should take care of this during 
your build loop, by just reusing exiting vertices if already created.
note that Weld also cleansup UV's. reverse is done by using Explode class.

Fabrice


On Mar 24, 2010, at 5:05 PM, nhk wrote:

> hi, I have a question regarding the wireframe-triangles.
> 
> the diagonal lines of wireframes show all in the same direction (see
> example 1.a in 
> www.4visualization.com/3d_structure_of_wireframe_triangles.jpg).
> But I also see general 3d examples (see 2.a) where diagonal lines are
> alternating.
> currently, I am thinking about a solution via a flash 3d engine to
> optimize meshes by (manually) removing triangles. If a 2.a wireframe
> is used, it seems that removing triangles is easier. shape 2.b shows
> such an example where triangles has been removed and all of the
> vertices are still “correctly” attached to triangle corners.
> 
> if I try to remove triangles sticking to pattern 1.a, where the
> diagonal lines must show in the same direction, I am not really
> getting a smooth solution. wireframe 1.b shows a solution, but as you
> can see the two vertices marked with red spots are triangle corners,
> but are also points which are located in the middle of the straight
> lines of the two big triangles to the left. my guess is that rendering
> such a wireframe will end up distorted.
> 
> (1) is there actually a convincing (mathematical/rendering/
> performance/...) reason to stick to the 1.a wireframe?
> 
> (2) if also version 2.a is possible/workable, what do I need to be
> aware of, when I construct such triangles? (e.g. are there specific
> issues with the UV numbers/numbering?)
> 
> (3) are packages/classes available which supports the “correct”
> removal of unwanted vertices? ... do you know links to more (away3d)
> information about this subject?
> 
> thank you.
> 
> P.S.:
> the example of the wireframe-structures mentioned above:
> http://www.4visualization.com/3d_structure_of_wireframe_triangles.jpg
> 
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