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
>
>


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