Sorry, there are kinda lot of mails pouring in :))
I do try answer as much as I can, but I have also to focus on my own work...

>> What I have here is, lets say I have a room, and inside that room we
>> have molding that runs around the edges. Well instead of making pieces
>> for each and every possible room, why not just make a standard segment
>> and scale it to reach the corners every time.

well, here is the problem, you get elongated triangle susing scaling, they 
conflict with the tris behind.
--> use either PathExtrusion or Skinextrude to define your moldings (if not 
entire wall with molding)
this way you can ensure the surface subdivision fits the mesh behind.

also the new BSP could fix all these issues...

Fabrice




On Apr 26, 2010, at 3:24 PM, Reinorvak wrote:

> Bringing this back up since it seems to have been overlooked.
> 
> On Apr 23, 4:28 pm, Reinorvak <[email protected]> wrote:
>> Greetings again all,
>> 
>> I've run into another fun little problem with trying to scale an
>> object after it has been loaded.
>> 
>> What I have here is, lets say I have a room, and inside that room we
>> have molding that runs around the edges. Well instead of making pieces
>> for each and every possible room, why not just make a standard segment
>> and scale it to reach the corners every time.
>> 
>> Problem being, whenever I scale the object, no matter which way I
>> choose (x, y, or z), it decides to render behind the room. Even if I
>> move the objects to be in the center of the room so there is no
>> possible way they could be accidentally getting too large and going
>> behind the room.
>> 
>> All objects currently have ownCanvas and pushback set to true to try
>> and retain some form of rendering order.
>> 
>> Not sure exactly whats going on here, but it'd be nice to get this one
>> solved.
>> 
>> --
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