It is my understanding that the main advantage of triangular faces, as opposed to quad faces, is that tri's ensure planarity so that things like shading and lighting can be calculated properly (Please correct me if I am wrong). But since lite does not have shading or lighting, is there any speed advantage to using quads? Would I be screwing up other existing away3Dlite such as light culling and z-sorting?
Also, are quad faces still an option with lite? I read in this post: <http://groups.google.com/group/away3d-dev/msg/dc6ab0c9a98504d9> that quad faces could be created in Away3DLite by doing the following: "About quads, you can take a look at the primitives' buildPrimitive() function. You just need to push the 4 faces' indices into the _indices vector, and then flag those values as a quad by pushing into _faceLengths the value 4. e.g., if you want to create a face from a quad : push the four indices values into _indices : _indices.push(a, b, c, d); then push the value 4 into _faceLengths to flag it as a quad: _faceLengths.push(4); don't forget you must call buildFaces() afterwards to create the faces from the data you've entered!" But I can't figure out how to implement this technique in the primitives' buildPrimitive(). I am using the latest trunk revision, Revision 2520 of away3DLite. Thanks in advance, Shawn
