cheers Tim! like i said - i&#39;m only trying to help and your proactive attitude has just demonstrated that.<br><br>Kudos<br><br>Rob<br><br><br><div class="gmail_quote">On Dec 23, 2007 5:19 PM, Tim Knip &lt;<a href="mailto:tim.knip@gmail.com">
tim.knip@gmail.com</a>&gt; wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">This way you could position your plane using 4 known points.
<br><br>After placing the thus created plane, you can add more vertices /<br>faces by calling :<br>plane.quarterFaces();<br><br>Repeat until the result is satisfactory.<br><br>Tim<br><br>2007/12/23, Tim Knip &lt;<a href="mailto:tim.knip@gmail.com">
tim.knip@gmail.com</a>&gt;:<br><div><div></div><div class="Wj3C7c">&gt; &gt; can i generate a plane that only has 4 vertices, and then by some algorithm,<br>&gt; &gt; have it subdivide it a bunch of times giving it much more vertices/segments?
<br>&gt;<br>&gt; Now i think of it... maybe its better to create your own plane class:<br>&gt;<br>&gt; [code]<br>&gt; public class MyPlane extends TriangleMesh3D<br>&gt; {<br>&gt; &nbsp; public function MyPlane( material:MaterialObject3D, p0:Vertex3D,
<br>&gt; p1:Vertex3D, p2:Vertex3D, p3:Vertex3D ):void<br>&gt; &nbsp; {<br>&gt; &nbsp; &nbsp; super( material, new Array(), new Array() );<br>&gt;<br>&gt; &nbsp; &nbsp; this.geometry.vertices.push( p0, p1, p2, p3 );<br>&gt;<br>&gt; &nbsp; &nbsp; // maybe you need to change order!
<br>&gt; &nbsp; &nbsp; var uv0:NumberUV = new NumberUV(0, 0);<br>&gt; &nbsp; &nbsp; var uv1:NumberUV = new NumberUV(1, 0);<br>&gt; &nbsp; &nbsp; var uv2:NumberUV = new NumberUV(1, 1);<br>&gt; &nbsp; &nbsp; var uv3:NumberUV = new NumberUV(0, 1);<br>&gt;<br>&gt; &nbsp; &nbsp; var f0:Triangle3D = new Triangle3D(this, [p0, p1, p2], material,
<br>&gt; [uv0, uv1, uv2]);<br>&gt; &nbsp; &nbsp; var f1:Triangle3D = new Triangle3D(this, [p0, p2, p3], material,<br>&gt; [uv0, uv2, uv3]);<br>&gt;<br>&gt; &nbsp; &nbsp; this.geometry.faces.push( f0, f1 );<br>&gt; &nbsp; &nbsp; this.geometry.ready = true;
<br>&gt; &nbsp; }<br>&gt; }<br>&gt; [/code]<br>&gt;<br>&gt; Tim<br>&gt;<br><br>_______________________________________________<br>Papervision3D mailing list<br><a href="mailto:Papervision3D@osflash.org">Papervision3D@osflash.org
</a><br><a href="http://osflash.org/mailman/listinfo/papervision3d_osflash.org" target="_blank">http://osflash.org/mailman/listinfo/papervision3d_osflash.org</a><br></div></div></blockquote></div><br><br clear="all"><br>-- 
<br>Rob Bateman<br>Flash Development &amp; Consultancy<br><br><a href="mailto:rob.bateman@gmail.com">rob.bateman@gmail.com</a><br><a href="http://www.infiniteturtles.co.uk">www.infiniteturtles.co.uk</a><br><a href="http://www.away3d.com">
www.away3d.com</a>