the reason you are seeing a gap is because the planes where the gap
exists are perpendicular to the viewing angle. the reason the gap is
so small is becuase you have so many planes. john is suggesting that
you make a flat representation of the pie chart and then stack them to
get a 3d object, much in the sameway someone built a 3d clock awhile
back. it's worth a shot, but you may end up needing to just write the
procedural geometry code yourself using openGL.
On 8/19/05, John C. Randolph <email@hidden> wrote:
>
> It seems to me that you should be able to build the wedges up from
> sprites, and you'd only need one for each flat face of the wedge,
> plus as many as it takes to make the curve acceptably smooth. You
> can use a CoreImage kernel to generate the planar pie-wedge image.
>
> -jcr
>
>
> _______________________________________________
> Do not post admin requests to the list. They will be ignored.
> Quartzcomposer-dev mailing list (email@hidden)
> Help/Unsubscribe/Update your Subscription:
> http://lists.apple.com/mailman/options/quartzcomposer-dev/email@hidden
>
> This email sent to email@hidden
>
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Quartzcomposer-dev mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/quartzcomposer-dev/email@hidden
This email sent to email@hidden