I'm having a problem with a 3d mesh. It's a simple hard-coded mesh that makes a prism shape.
It shows fine until i set the shader.blend to something besides 100. When I set the blend to say 90, It will sometimes show pixelated yellow/red, light blue, white, or not at all. This toggling happens dynamically when in the bounding rects of other moving objects. But it displays poorly even when soloing in the world. Once it blended beatifully... until I moved another object close to it, then the prism went a bright red. All this with no change in the constructor code. Changing the .visiblity (#both, #front, #back) doesn't seem to effect the blend problem. Is it mesh magic or am I gorking a parameter somewhere? Here's the small snippet of constructor code: meshResource = world.newMesh("prism resource",8,6,0,1,0) -- faces, vertices, normals, colors, texture coords meshResource.colorList = [rgb("ffff00"] ((((( deleted vertex list and face vertices definitions ))))) meshResource.generateNormals(#flat) meshResource.build() meshObject = world.newModel("prism", meshResource) meshObject.visibility = #both meshShader = (world.newshader("mesh shd"),#standard) meshShader.texture = void meshObject.shaderList = meshShader Thanks for any insight. Mike [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]