Update: Turns out I didn’t look far enough into SubGeometry. There’s a vertexData getter about halfway down. Still, if someone knows of a better way to make the top and side faces grouped into separate Meshes, that’d be cool.
I just dived into away3d 4 to get my prototype working but I’m having a hard time finding a way to get the positions of the vertices of the Cylinder primitive.
I basically copied the Cylinder into a new class so that it will only create a hexagonal cylinder (for a hex-tile based game you see). I need to change the material of the top part and sides separately though, so I have to delete the top faces and create my own (which can be done with 4 tris instead of Cylinder’s 6 anyway).
Using FaceHelper.removeFaces() I’ve accomplished that, but now I need to get the top verts from the remaining geometry and use those positions to create the new faces and add those as a separate Mesh.
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Any help is much appreciate. I’m open to other methods for achieving the desired end result (in bold above) too! Thanks.