I appreciate the developers replying here ; )  I did find Li's fine
solution with explode, but it wasn't imperative for me to have flat
shading - just thought it'd be a quick way to see edges. I was just
confused as I was trying to use the 3.6 approach to it and hit a wall.

On Apr 24, 6:12 pm, Peter Kapelyan <[email protected]> wrote:
> 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

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