In the last week of development so can't really change to use the BSP
although I am interested in see how these work.

I'll give a shot at the Path/Skin extrudes.

On Apr 26, 10:02 am, Fabrice3D <[email protected]> wrote:
> 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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