the first array defines the index max.
so if second array has more info, it will be ignored,
but if less, you will get a null error.

but thats pretty easy to check befofe you init the class.
just check length,
dunno if applicable but you could fill an average of previous and next one for the missing ones...

or another approaches would be to sort your arrays ascending so that the smallest array is passed first.. on other hand you might loose info here if they are really much shorter...

you could also fill already all arrays and change values.

Fabrice


On Nov 11, 2008, at 4:38 PM, corin_w wrote:


does this 2d array have to be fully populated and does each row have
to be the same length.
I'm getting error #1010 term is undefined and i dont know why?


On Nov 11, 1:36 pm, Fabrice <[EMAIL PROTECTED]> wrote:
Corin,
yes its requires a multidimentional array...here for instance a "v"
like shape with a full int object

var mat:BitmapMaterial = new BitmapMaterial(somecoolimage); var aPts1:Array = [new Number3D(-150, 200, 0), new Number3D(-100,
0, 0), new Number3D(100, 0, 0), new Number3D(150, 200, 0)];
var aPts2:Array = [new Number3D(-150, 200, -100), new Number3D(-100, 0, -100), new Number3D(100, 0, -100), new Number3D(150,
200, -100)];
var skinextrude:SkinExtrude = new SkinExtrude( [ aPts1, aPts2 ] ,
{material:mat, flip:true, subdivision:2, scaling:1, coverall:true,
recenter:true, closepath:false});
                        view.scene.addChild(skinextrude);

Fabrice

On Nov 11, 2008, at 1:00 PM, corin_w wrote:



I've tried this but not had any success as yet. am i right in thinking that the constructor takes an array of arrays as its first parameter?

On Nov 10, 7:50 pm, Fabrice <[EMAIL PROTECTED]> wrote:
yes, its called SkinExtrude and its in the extrusion package.

if you generate say a top down colum, list (array) of Number3D's (or
row)  representing a slice, say from instance you will make one row
every 10 degrees

just pass the coordinates as new SkinExtrude([list0, list10,
list20, ....  list360, {});
it will generate the mesh for you. with uvs and everything.
The class bridges two series of Number3D's. Internally it will
generate the right sequence for the face orders,
to change the order, just change the source array orders.

would love to see some results on this...

Fabrice

On Nov 10, 2008, at 6:49 PM, corin_w wrote:

Hi Everybody,

I've been porting over a project from processing and c++ that can
construct a 3d mesh from 3 photos of a subject that has a structured
light pattern projected onto it.
Being quite new to as3 and 3d flash ive hit a problem in organising
all the verts into faces. is there an easy way of doing this?

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