I haven't tried that yet, as Path.debug is supposed to be doing similar thing out of thebox, except using CurveSegment, and this baby not being done yet...
From top of my head what should be doable not using PathExtrude, using simply your Path object. You should then be able to alter the LineSegment start and end properties each iteration set to the pathSegments.start and end vectors. for each segment that you add, an index is kept back for you in the instance. you can also reffer to this index and loop over the subgeometry vertices of the super SegmentSet (entities). in case of mesh constructs: PathExtrusion, does't have any idea you have altered the path, so if you want to "rebuild", alter the path, then set it again to PathExtrude, this should trigger a rebuild I have (and still busy) working on extrudes, so if you want to get fastest results for "ribbons" like updates, uses instead of large subdivisions a greater Path definition and small profile. Even set the smoothSurface to false to prevent compairs for buffer builds and extra normals calcs. btw note that all extrusions are now working like primitives, if you do change geometrical properties, the next iteration the mesh is reconstructed (at least it should ;) ) curious to see your results! Fabrice On May 4, 2011, at 5:18 PM, Randy Rockafellow wrote: > Been trying to create a 3d line that has its points animate over time. > > I was attempting to create a pathExtrusion and then alter update the > path without success. I'm thinking that might not be the right > approach, particularly from a performance standpoint. Was hoping > someone in the group could suggest an alternate approach that might > actually work and perform well in the away3d engine?
