Thanks Fabrice.

Got the pathDebug to show up, which is what I was looking for. Was
trying to follow your suggestion on the pathSegments index.
On a path there is the aSegments property, which I assume is what you
were referring to, which is made up of an array of PathCommands.
Which I could iterate over and set new Path commands. Is that what you
suggested?

Randy


On May 4, 11:38 am, Fabrice3D <[email protected]> wrote:
> 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
>

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