I'm trying to make one or two walls curved, while the other walls straight (yes from top view), but i can't seem to find a way to do it. I found a fix for the flickering triangles. i found out after some extensive googling that the issue is called "z fighting".. my issue got fixed by either Renderer.CORRECT_Z_ORDER (slow performance), or checking all sides/mesh and make sure bothsides isn't set to true
On Jul 10, 11:05 pm, Rujia Liu <[email protected]> wrote: > what's the curved wall problem? you mean, the "top view" of your room > contains curves? > > to prevent flickering/disppearing triangles, you may try FrustumClipping (I > assume you're using RectangleClipping) > > On Sun, Jul 11, 2010 at 1:53 PM, FDD <[email protected]> wrote: > > Hi Jerome, > > > Thanks for responding! I did consider using a 3d app to make the > > different room shapes, but I need the user to be able to modify the > > dimensions (or the curvature of the rounded walls) , so I guess making > > the meshes at runtime seem more sensible (and faster, performance > > wise). The app wont need complex texturing anyway. > > > Any other suggestions, please do let me know.. A the moment I am > > using skin extrude for the floor, and lineExtrusion for the walls.. > > looks right, but I notice some edges 'flicker'. How does one prevent > > that flickering/disappearing triangles behaviour (sorry, I don't know > > how that behavior is called). Aside from that, I still have the curved > > wall problem.. any help/suggestion is greatly appreciated. Thanks > > > FDD > > > On Jul 9, 6:49 am, elguapoloco <[email protected]> > > wrote: > > > The example I have seen using Extrusion were pretty complex. For a > > > room like setup I would probably model it in a 3D App and then import > > > in Away3D. This will also allow you UV map your textures, bake the > > > shadows and lighting, etc... > > > > ath. > > > > Jerome.
