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?