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

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