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.

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