I thougt is 1 by default: Cube (material:MaterialBase = null, width:Number = 100, height:Number = 100, depth:Number = 100, segmentsW:uint = 1, segmentsH:uint = 1, segmentsD:uint = 1, tile6:Boolean = true) … segmentsW: The number of segments that make up the cube along the X- axis. Defaults to 1.
...but to test it, I used this piece of code: var cube1:Cube = new Cube(colMat, 100, 200, 100, 1, 1, 1); var cube2:Cube = new Cube(colMat, 100, 200, 100, 1 ,1 ,1); 48 Polys after the merge... :( Cheers, Dirk On 2 Aug., 16:07, Fabrice3D <fabric...@gmail.com> wrote: > 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 <fabric...@gmail.com> 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/away3d-dev@googlegroups.com/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