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Chapter 39. 3D LINGO > DID YOU KNOW?


  • You can apply a texture to the particles in a particle system resource.

  • You can create a primitive model called a #mesh that will allow you to define each and every polygon in the model. This is the most versatile part of 3D Lingo, but it is also steeped in advanced 3D math concepts.

  • The extrude3d function can be used to take a font member and some text and convert it to a model resource of that text. This is the basic function used by 3D text members. However, by using extrude3D, you can also insert 3D text into your 3D world.

  • You can also use extrude3D to convert a vector shape into a 3D model resource. Just replace the vertexList of the model resource created by extrude3D with the vertexList of your vector shape member. This is an undocumented feature, but you can get it to work with some experimentation.

  • The undocumented fileSaveMode property of a 3D member let's you save the changes made in a 3D member by Lingo. Look it up in the Lingo Reference appendix.

  • You can get the boundingSphere property of a model or a group. This returns a list with the location of the center of the model or group and the radius of the sphere. You can roll your own collision detection this way, or use this information for other purposes.

  • Set the debug property of a model to TRUE to get a wireframe bounding sphere drawn around a model, plus three colored lines to show the axes of the model. This really helps to understand what a model is doing while you are tinkering with it with Lingo.



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