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Hmm...
Steve Bliss <blisses@worldnet.att.net> wrote in message
news:379efb57.87946213@lugnet.com...
> A few things I noticed/suggestions:
>
> 1. The way you use box4nl, you are drawing a bunch of quads which will
> never be seen. Drop the end-quads from box4nl.
I'll do this, I guess it will save some time when being generated.
> 2. On the outside frame, butted-construction is not the best way to put
> graphics primitives together. My experience is when areas are 'beveled' to
> fit together at the corner-points, the results can better handle
> rotation/scaling without visible defects. YMMV.
I don't know what YMMV stands for:) I'll check this out though. When I
checked the part out earlier I didn't see any problems. I rather like this
method because it makes writing the part very fast, but I don't want it to
look bad.
> 3. Ignore the rotation point. Orient the part to fit in the window frame
> part at the default position & rotation.
hmmm.... No. I think if a part rotates around a specific axis when atached
to another part then it needs to be designed around that rotational axis.
Other window panes were designed around their rotational axis so I don't
think this should be any different.
Thanks for the comments,
Adam
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