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 =)
>



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