ok, thanks but … no…
it’s not intentional mishap…
here’s the code…
objInput = scene.getObjectByName(objInput);
console.log('objInput: ',objInput);
const points = [];
let positions = objInput.geometry.attributes.position.array;
let ptCout = positions.length / 3;
for (let i = 0; i < ptCout; i++)
{
let px = positions[i * 3];
let pxN = px * -1;
let py = positions[i * 3 + 1];
let pyN = py * -1;
points.push( new THREE.Vector2( pxN,pyN
) );
}
console.log('positions: ',positions);
console.log('points: ',points);
const geometry = new THREE.LatheBufferGeometry(points,sidesInput);
// below here is a bunch of testing for trying to seam the missing poly band
geometry.computeVertexNormals(true);
geometry.computeFaceNormals(true);
geometry.computeBoundingBox(true);
const geoMergedVerts = THREE.BufferGeometryUtils.mergeVertices( geometry, 1 );
const material = new THREE.MeshPhongMaterial({ color: 0x9966ff, side: THREE.DoubleSide, });
material.flatShading = false;
material.smoothShading = true;
lathe = new THREE.Mesh(geoMergedVerts, material);
lathe.name = nameInput;
lathe.scale.multiplyScalar( 0.25 );
lathe.position.x = - 70;
lathe.position.y = 70;
// lathe.scale.y *= - 1;
scene.add(lathe);
console.log('lathe: ',lathe);
and that’s happening on all the elements in the collection.