Hello again ,
my merging problems are getting solved one after the other but something
seems to be a little strange to me :
I m trying to combine my merge technique with a flatshadematerial and
here s my issue :
// i create an empty mesh :
mesh = new TriangleMesh3D(new ColorMaterial(), [], []) ;
if i do :
var t : Sphere = new Sphere(new FlatShadeMaterial(light, 0xFF00FF)) ;
mesh.addChild(s) ;
everything if fine , the shader works properly
but if i do :
var t : Sphere = new Sphere(new FlatShadeMaterial(light, 0xFF00FF)) ;
mesh.geometry.vertices =
mesh.geometry.vertices.concat(t.geometry.vertices) ;
mesh.geometry.faces = mesh.geometry.faces.concat(t.geometry.faces) ;
to copy the geometry directly into my container without a child relationship
only half of the sphere is visible. The rest is totally black
( i dont have this problem with a color or simple wireframe material )
So maybe someone can tell me what am i doing wrog that brakes the shader ?
( my sphere is Y rotating in loop )
Thank you !
Damien Pegoraro a écrit :
> As usually : i find a part of the solution just after sending a
> question ....
>
> c is a little Cube
> mesh is an empty TriangleMesh3D .
>
> c.geometry.transformVertices(Matrix3D.translationMatrix(cx,cy,cz)) ;
> mesh.geometry.vertices =
> mesh.geometry.vertices.concat(c.geometry.vertices) ;
> mesh.geometry.faces = mesh.geometry.faces.concat(c.geometry.faces) ;
> mesh.mergeVertices() ;
>
> now my problem is to merge faces that can be merged.
>
>
> babeuf a écrit :
>> Hi all !
>> I'm creating a do3D randomly by adding various coloured cubes to it.
>> My problem is triangle nubmer is growing fast this way, and i would
>> like to
>> create my mesh in a cleaner way :
>> merging the cubes that can be merged into bigger rectangles
>> I can't find any easy way to merge do3ds in a single one in the
>> package , so
>> i think i ll have to do it myself.
>> I ve tried something with addGeometry + mergeVertices on a
>> TRiangleMesh3D,
>> but the addGeometry method seems to a be a replaceGeometry as it s only
>> keeping the add i do.
>> Can i push more faces in a geometry without playing with vertices and
>> faces
>> array ? Can a single geometry contains 2 cubes with no contact
>> between each other ?
>>
>> Any hints to help me would be ... helpful !
>>
>>
>
>
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