shawnus,
I think this is possible by taking an inverted copy of the mesh and parenting it to the original, slightly offset by the vertex normals.
Is this the kind of thing you mean? Use up/down cursors to move through the sphere.
Stevie
I think this is possible by taking an inverted copy of the mesh and parenting it to the original, slightly offset by the vertex normals.
Is this the kind of thing you mean? Use up/down cursors to move through the sphere.
Graphics3D 640,480,16,1 Global LIGHT = CreateLight() : RotateEntity LIGHT, 30,-45,0 Global CAMERA = CreateCamera() : PositionEntity CAMERA, 0,0,-3.5 Global SPHERE = CreateSphere( 32 ) EntityColor SPHERE , 200,100,100 EntityFX SPHERE, 4 Global INSIDE = MESHinvert( SPHERE ) EntityColor INSIDE, 100,50,50 EntityFX INSIDE, 1 While Not KeyDown(1) TranslateEntity CAMERA , 0 , 0 , ( KeyDown(200) - KeyDown(208) ) * .002 RenderWorld() Flip Wend ;======================================================================================================= ;======================================================================================================= ;======================================================================================================= Function MESHinvert( mesh , offset# = .001 ) copy = CopyMesh( mesh , mesh ) FlipMesh copy s = GetSurface( copy , 1 ) For v = 0 To CountVertices( s ) - 1 VertexCoords s, v , VertexX( s, v ) + VertexNX(s,v ) * offset , VertexY( s, v ) + VertexNY( s, v ) * offset , VertexZ( s, v ) + VertexNZ( s, v ) * offset Next Return copy End Function
Stevie