Haven't tried it in Broomstick, but the "old school" way of doing what Li is mentioning is to make sure the vertices of each triangle are not merged with the next, in other words, explode your model. If that doesn't make sense I'll try to explain otherwise, each 3D soft probably has a different name for that process.
-Pete On Sun, Apr 24, 2011 at 12:57 PM, Choons <[email protected]> wrote: > I gave up on it, Li. Way too complicated for such a basic thing > > On Apr 24, 11:38 am, Li <[email protected]> wrote: > > Make sure your mesh's normals align to the mathematical normals of each > > triangle and you will have flat shading =) > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
