Let me finish LinearExtrude and this is next!

Fabrice

On May 4, 2011, at 20:27, Agoth <[email protected]> wrote:

> Apparently it's not possible to merge more than two cubes. It always
> returns an error when trying to add the third cube, using apply or
> applyToContainer.
> The error is trying to get an indice which does not exist (Merge.as
> line 198):
> 
>                for (j = 0; j < vecLength;++j){
>                    index = indices[j]*3;
>                    indexuv = indices[j]*2;
> 
> Using the apply method, i create 3 meshes:
> 
>            _merger = new Merge(false, false, false);
>            _merger.apply(_mesh1, _mesh2);
> 
>            _merger.apply(_mesh1, _mesh3);
> 
>            _view.scene.addChild(_mesh1);
> 
> If i change the order, trying to add the double cube (_mesh1) to a
> single one (_mesh3), only two single cubes appear on the screen. No
> error though.
> 
>            _merger = new Merge(false, false, false);
>            _merger.apply(_mesh1, _mesh2);
> 
>            _merger.apply(_mesh3, _mesh1);
> 
>            _view.scene.addChild(_mesh3);
> 
> I think it's probably something related to the patch you received. In
> the error the vecLength value is 72, and the indices vector length is
> 36. Seems like it is after all a problem due to the shared vertices.
> Thanks for the info Fabrice, i'll keep testing and trying other ways
> to merge them succesfully.
> 
> On May 4, 5:18 am, Fabrice3D <[email protected]> wrote:
>> PathExtrude, as the name suggests, allows you to project a profile along a 
>> path definition, so I do not think this would fit your needs.
>> PathDuplicator, allows you to clone objects along a path. that can be any 
>> Mesh object.
>> in an upcomming update I will add the option to merge. right now, if you 
>> pass a cube, it would clone and align to path all the duplicated cubes
>> with this option, you will end up with one mesh sharing geometry for each 
>> duplicated cube.
>> 
>> Another option of this class, is to pass a container, this way if you make a 
>> "myforest" container and pass a tree mesh, all the trees are added to this 
>> container "myforest".
>> The idea behind has nothing to do with geometry, its made to allow you to 
>> toggle parts. like "show trees" so you do not have to loop over the 
>> duplicated objects to id which one is a tree
>> if you have multiple kinds of objects.
>> What you could do now, is then to ask the Merge class to make a single mesh 
>> of it. Note here that i've received a patch for Merge class that i need to 
>> add.
>> So where my tests were successfull, the patch shows that depending on wether 
>> or not vertices are shared, the code may or may not fail for now. So it is 
>> possible
>> that merging this cubes would work, tho no garanty till I have conducted 
>> more tests and patched the class.
>> 
>> but if your cubes are spreaded like on a grid, probably the easyest way to 
>> proceed is simply to make one cube, and save its vertices as reference.
>> then loop for your cube count and add this vertices data to the mesh 
>> applying each iteration the offset position of each new cube.
>> 
>> Fabrice
>> 
>> On May 3, 2011, at 9:44 PM, Agoth wrote:> Is it possible to use PathExtrude 
>> to reproduce all the cubes (or any
>>> other primitive) inside the same mesh? Maybe it'd be possible to
>>> create "the grid" this way, having just one mesh instance on the
>>> scene.
>> 
>>> When you say mapping does you mean changing the UVs directly? Thanks!
>> 
>>> On May 2, 6:58 am, Fabrice3D <[email protected]> wrote:
>>>> As said in previous replies,
>>>> use one or few meshes to store the geometry, just keep track of indices if 
>>>> you need to alter/access the data
>>>> think that mapping can help you a lot, as submeshes must be generated if 
>>>> materials are different.
>> 
>>>> Fabrice
>> 
>>>> On May 2, 2011, at 11:26 AM, rjgtav wrote:
>> 
>>>>> hi Fabrice. In my case it is a tilebased game that is built in a for 
>>>>> loop, from a 3dimensional array. What do you suggest for increasing the 
>>>>> performance?

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