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

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