then go for skinExtrude
cause you can controle the overlaps in corners...

PathExtrusion is unfinished on that point...

Fabrice

On Apr 26, 2010, at 4:07 PM, Reinorvak wrote:

> 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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