what if you reuse the mesh during the loop and merge?

base:Mesh
m = assetlib
        loop
                m.z = some new value
                merge(base, m);

or 

var copy : Mesh
m = assetlib
        loop
                copy = new Mesh(m.geometry);
                addChild(copy)

merge container


Fabrice



On May 17, 2011, at 2:14 PM, John Brookes wrote:

> private function initObjects():void 
> {
>     var treecontext:AssetLoaderContext = new AssetLoaderContext(true, 
> TREEASSET_URL);
>     AssetLibrary.load(new URLRequest(TREE_URL), new OBJParser(), treecontext, 
> 'treeNS');
>     AssetLibrary.addEventListener(LoaderEvent.RESOURCE_COMPLETE, 
> onLoadComplete);
> }
> 
> private function onLoadComplete(e:LoaderEvent):void 
> {
>     var merge:Merge = new Merge(false, true, true);
>     
>     var tc:ObjectContainer3D = new ObjectContainer3D();
>         
>     for (var i:int = 1; i <= 5; i++)
>     {
>         tree = Mesh(AssetLibrary.getAsset('obj0', 'treeNS')).clone() as Mesh;
>         tree.z  = -750+ i * 250;
>         tc.addChild(tree);
>     }
>     
>     var trees:Mesh = merge.applyToContainer(tc,"trees")
>     view.scene.addChild(trees)
>     
>     trace(tc.numChildren) //traces 5
>     trace(trees.subMeshes.length); //traces1
>     trace (view.scene.numChildren) //traces 1
> }
> 
> I see 11 trees on the screen.
> Not 5.
> 
> If I set "i" to
> 2 i get 2 trees
> 3 iget 4
> 4 i get 7
> 5 i get 11
> 

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