That is correct, the height is from each end.However the registration/pivot point of most the primitives is in the middle, so if you want a primitive to sit atop something else, it usually has to be offset 1/2 the height (or width etc).
-Peter On Tue, May 17, 2011 at 8:26 PM, MadMax <[email protected]> wrote: > Hey :D > > I've been having a confusing time with cylinders in my fp9/non > molehill away3d code. > > Essentially I have a bunch of cylinders poking up out of a plane, > where the height of the plane is representative of a rainfall depth, > and each cylinder represents a town. Then I want to vary each of the > cylinders (new rainfall depths) for each day that I cycle through via > next/prev day buttons. > > I have it mostly working but it occasionally has a cylinder go below > the plane, so I have some logic errors in it. > > The confusing bit to me is the cylinder height and y value of the cyl. > Correct me if I am wrong but I think if you set a cylinder height of > 400 it makes it 400 high, but it sets it as 200? So if I set the > height as 400 and traced the height it would show as 200. > > If I plonk the cylinder at y=0 then half (200) will show below the > zero axis and half(200) above. So then I need to set y value of the > cylinder to equal to the cylinder height (well half the original > value, so 200), so it sits on top of the plane? > > Confused. > > Is my logic correct at least, or am I misinterpreting something? > > Regards, > Max > > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
