problem is more linked to face neighbourgs calculation I think, I've noticed 
vertex normals being equal to face normal itself.
its a problem I want to look at.
recalcucating each normals "by hand" in prefab allows perfectly smooth 
surfaces, without changing the gnerated mesh at all
same applies to all extrusions.

but I'll know for sure once I come to it.

Fabrice

On May 19, 2010, at 11:15 PM, Rob Bateman wrote:

> Yes, taking a quick look it seems the problem here is that the lathe creates 
> separate vertices for each face segment along the axis of a lathe - which 
> creates problems for the vertex normal calculations. this could be 
> potentially fixed by using the weld class on the created lathe to weld 
> together any duplicate vertex positions, although fab would know more as 
> these are his classes. fab?
> 
> 
> 
> On Mon, May 10, 2010 at 4:42 PM, timdiacon <[email protected]> wrote:
> Hello,
> 
> I know this has been mentioned a couple of times before here...
> 
> http://groups.google.com/group/away3d-dev/browse_thread/thread/52b00fd3b041505f/a9d7c132175ad7d3?lnk=gst&q=lathe+phong#a9d7c132175ad7d3
> 
> and here
> 
> http://groups.google.com/group/away3d-dev/browse_thread/thread/eb354305d431c9b1/f811cb189e306c2b?lnk=gst&q=lathe+phong#f811cb189e306c2b
> 
> Just thought I would mention I have tested the now renamed
> LatheExtrusion in both 2.5 and 3.5 and this problems still seems to be
> there :(
> 
> The following example shows the results in 3.5 which give a sort of
> flat shaded effect?
> 
> http://www.iamarobot.co.uk/lathee/main.html
> 
> I'm desperate to create some nicely shaded lathe objects, has anyone
> got any further insight into this?
> 
> 
> 
> 
> -- 
> Rob Bateman
> Flash Development & Consultancy
> 
> [email protected]
> www.infiniteturtles.co.uk
> www.away3d.com

Reply via email to