Yes that would work, but what's the point?
Why don't you explain first what you want to do?

Fabrice
On Mar 22, 2011, at 9:50 AM, mastrobardo wrote:

> tnx for the reply .... so , to have a 'clean' tree , what is the best
> solution ? Export a big blank cube (is it possible to export it
> without texture?) an 'limit , and then add , or add object directly in
> prefab?
> 
> On Mar 21, 7:06 pm, Fabrice3D <[email protected]> wrote:
>> The data stored in the awd file is the tree. It defines a precalculated 
>> space in which you can add models into as you please.
>> 
>> Fabrice
>> 
>> On Mar 21, 2011, at 18:05, mastrobardo <[email protected]> wrote:
>> 
>>> hi all guys , im a total noob with away 3d , and i have some questions
>>> (if they are stupids , forgive me) ...
>>> 1. first of all : BSPTreeCollider : i coding a racegame ( a prototype
>>> for now) , and i found some resource here and there , on prefab usage
>>> etc etc ... the question is : Can i initialize an empty tree(without
>>> any prefab file) , and add objects later? Cause the compiler , when i
>>> try , fail on adding a null object... to be clear:
>> 
>>> usually ( on every posts i saw around) , everyone make so :
>> 
>>>    _tree = BSPTree(AWData.parse(new BSPFile(), {customPath:"./
>>> images/"}));
>>>    _view.scene.addChild(_tree);
>> 
>>> but can i do something like :
>> 
>>> _tree = new BSPTree();
>>> _view.scene.addChild(_tree);
>>> var s:Sphere = new Sphere( { radius:500 , y: -500 } );
>>> s.collider = true;
>>> _tree.addChild(s);
>> 
>>> this is really driving me crazy , any helps really appreciated.
>> 
>> 

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