I meant backface culling.. not light culling
On May 16, 3:27 pm, Shawn <[email protected]> wrote: > 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
