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
