Hi everyone, In my project, I havily used the "plane" primitive. My project is related to home decoration, currently every wall is a plane, and the doors and windows are also planes. finally, the floor is a big plane. In order to render textures correctly, a common way is to increase SegmentW and SegmentH when creating the plane, but it would be great if we can create a "quad-based" plane primitive, as available in Flash Sandy engine. (my project used flash sandy at first, then moved to away3d recently)
the basic idea of how to render a quad without splitting it to two triangles as illustrated in the following address, though i think most of people in this group should already know :) http://www.flashandmath.com/intermediate/gummy/index.html I've successfully used this technique in my earlier projects and I guess (not sure) flash sandy's "quad" primitive used a similar techinique, since the floors, and doors/windows are all rendered correctly with segmentW=segmentH=1. but in away3d, i had to use segmentW=segmentH=20 to make them look reasonably good (floors and bricks have gaps, an error would be obvious if the gaps are zigzag, not straight), but since there are quite a few doors, windows and wall bricks, there will be a lot of triangles (the performance is already a problem in my project) It's ok to add/modify away3d's source code, so please tell me if you only have any idea. Thanks! BTW: I found an article that might help, but I'm not sure if this is indeed feasble, and whether there are better options. http://samplerinfo.com/?p=10 (This is my first post in this group, please tell me If I'm doing anything wrong with respect to this group's rules) Yours, Rujia Liu
