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

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