I've been trying to get the explode class to work with unique meshes
turned off. I cannot move the vertices after exploding an object. They
actually change their values but do not update on the view and I think
I found the problem is that the geometry is not set in the new
vertices of the exploded mesh. If you add the lines below in Explode
class, It works.
//Explode.as lines 86-95
                                        for(i=0;i<loop;++i){
                                                face = obj.faces[i];
                                                va = new Vertex(face.v0.x, 
face.v0.y, face.v0.z);
                                                vb = new Vertex(face.v1.x, 
face.v1.y, face.v1.z);
                                                vc = new Vertex(face.v2.x, 
face.v2.y, face.v2.z);
                                                v.push(va, vb, vc);
                                                va.geometry = obj.geometry; 
//new code
                                                vb.geometry = obj.geometry; // 
new code
                                                vc.geometry = obj.geometry; 
//new code
                                        }


I've recently posted 2 other bugs in the issue section. Would be
helpful if someone could tell me whats going on with Sprite3D and
WireColorMaterials. The other bug isn't that important but just a
little annoying that I have to have something visible in the scene for
the fog filter to not crash the player (thats how it seems).

Hope this helps anyone. I am going to be making a SphereTree collision
demo with source code later. Might be helpful for people making games.

Reply via email to