Jeez . I wanted to try this and started a small object...

and I just realised that at the end of the day, it was not considered
as a "mesh" on the class point of view...

I'll search the group for a tut to build an object completly from
scratch

Before I try and err, is that the way to do it??

to keep simple to do some kind of "flat"object in my Object Init
sequence:

// Materials
material1 = new ColorMaterial (0xCC0FFF);
material2 = new ColorMaterial (0xCCCCCC);

// Vertices
var v1:Vertex = new Vertex (0,0,0);
var v2:Vertex = new Vertex (50,50,0);
var v3:Vertex = new Vertex (50, -50, 0);
var v4:Vertex = new Vertex (-50,50,0);
var v5:Vertex = new Vertex (-50,-50,0);

// Faces to create a "butterfly" with 2 different materials
var face_1:new Face(v1,v2,v3);
face_1.material=material1;
var face_2:new Face(v1,v4,v5);
face_2.material=material2;

// Mesh
var mesh0 = new Mesh();
mesh0.addFace(face_1);
mesh0.addFace(face_2);
mesh0.bothsides=true; // to have bothsides.

But this is where I'm "stuck". if I do a: scene.addChild(mesh0); the
compiler tells me that the mesh is not an object.

What am I forgetting?



On 22 fév, 15:33, John Brookes <[email protected]> wrote:
> You can use  vertex adjust
> eg
>
> private function morphIt(fromM:Mesh, tooM:Mesh):void
> {
>     //should have a check to make sure both mesh have equal vertices
>     for (var i:int = 0; i < fromM.geometry.vertices.length; i++)
>     {
>         fromM.geometry.vertices[i].adjust(tooM.geometry.vertices[i].x,
> tooM.geometry.vertices[i].y, tooM.geometry.vertices[i].z ,0.1)
>     }
>
> }

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