Graphics3D Edgeless Polygons

*To*: mathgroup at smc.vnet.net*Subject*: [mg43843] Graphics3D Edgeless Polygons*From*: "Steven T. Hatton" <hattons at globalsymmetry.com>*Date*: Wed, 8 Oct 2003 04:48:05 -0400 (EDT)*Sender*: owner-wri-mathgroup at wolfram.com

This looks like it should be obvious, but it isn't. I'm trying to create a very narrow cylinder to represent the shaft of a 3-dimensional arrow. This is the general idea: (*ob is a pair of orthonormal "basis" vectors I created relative to segment(p0,p1) *) da=2Pi/20; dr=0.05; polys = Polygon[ {dr(Cos[#]orb[[1]] + Sin[#]ob[[2]]) + p0, dr(Cos[# + da]ob[[1]] + Sin[# + da]ob[[2]]) + p0, dr(Cos[# + da]ob[[1]] + Sin[# + da]ob[[2]]) + p1, dr(Cos[#]ob[[1]] + Sin[#]ob[[2]]) + p1 } ] & /@ Range[da, 2Pi, da]; The problem is the polygons have edges which tend to dominate at this small scale. I would like to accomplish the same thing Mesh->False does with other graphics. Mesh->False seems not to work in this situation, and I can see no way to use EdgeForm[] to accomplish the same kind of effect. Suggestions?