The Cube primitive class doesn't have the same default subdivisions in both 
engines.
and in your Cube constructors code you do not set them.

Fabrice

On Aug 2, 2011, at 2:41 PM, DBird wrote:

> Hi Fabrice,
> 
> I'm still on the merge-problem. Perhaps you could give me a quick info
> about that.
> 
> I'm using the merge-class to put cubes together, something like this:
> 
> // Creating my "word-Cube" witch persists
> var myCube01 = new Cube( { material:"green#lime" } );
> myCube01.x = -300;
> view.scene.addChild(myCube01);
> 
> // Creating the source-cube, for adding cubes as often as needed
> var myCube02 = new Cube( { material:"green#lime" } );
> myCube02.x = -150;
> // and not adding it to the scene. the merge-object will do this.
> 
> // create MergeTool
> var merge:Merge = new Merge(false, true, false);
> 
> // Merge them baby
> merge.apply(myCube01, myCube02);
> 
> // After that we have 3 Cubes, because i put myCube02 again in
> myCube01. is like a copy of it.
> myCube02.x = 150;
> merge.apply(myCube01, myCube02);
> 
> After testing this with Away3.6 and Broomstick I got these results
> from the debug-panel:
> 
> Test with Molehill & Broomstick
> 
> Cubes Polys normal    Polys after merge
> 2             24                      48/0
> 3             36                      144/0
> 4             48                      384/0
> 5             60                      960/0
> 
> Test with FP10.2 & Away3.6
> 
> Cubes Polys normal    Polys after merge
> 2             07/24           07/12
> 3             11/36           11/12
> 4             15/48           15/12
> 5             19/60           19/12
> 
> What is happening with the molehill-test? A bit to many polys...
> 
> I thing, because of this I can't compile your example
> http://www.closier.nl/broomstick/mergetest.html
> 
> Any idea?
> 
> Thanks again in advance!
> Dirk
> 
> On 30 Jun., 15:23, Fabrice3D <[email protected]> wrote:
>>> Yes they are, but this sounds a bit more tricky...
>> 
>> not really trickky, just a bit more work, a brick = from / to
>> so if you loop over the mesh indices vector, you simply increase count + = 
>> mybrickfacecount
>> 
>>> To get one "brick" out (to delete it), i have do some vertice-operation or a
>>> complete rebuild without that deleted brick. is this correct?
>> 
>> yes and no.
>> 
>> yes it is correct you can do this way.
>> no, you could ask FaceHelper class for this dirty job ;)
>> 
>> Fabrice
>> 
>> On Jun 30, 2011, at 2:08 PM,DBirdwrote:
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>>> Wow, that's really good news! Thank you very much.
>> 
>>> Ah, and for all who what to watch it, here is an example from Fabrice:
>>> http://www.closier.nl/broomstick/mergetest.html
>> 
>>> ... and some addition background information:
>>> http://www.mail-archive.com/[email protected]/msg21091.html
>> 
>>>> if your bricks have exact same face count, it would be also easy to alter 
>>>> them vertice wize into the buffers.
>>> Yes they are, but this sounds a bit more tricky...
>> 
>>> After some code-reading I found out, that after the merge, there is no
>>> access to all my objects I have merged in my master-mesh. To get one
>>> "brick" out (to delete it), i have do some vertice-operation or a
>>> complete rebuild without that deleted brick. is this correct?
>> 
>>> Dirk

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