3D rotation types and drawTriangles quality

First, howdy! I’m new.

I started playing with the new 3D functions now and I encountered some problems.

First, I’m trying to completely get the picture. I can make the 3D transformations in two ways:

  1. Simply using rotationX/Y/Z on the object that needs the transformation.
  2. Creating a fictional object to which I apply the X/Y/Z rotations using transform.matrix3D.appendRotation(), then using deltaTransformVector() and project(). And then drawing the object based on the generated coords. (Sorry for not explaining this but you probably understand the procedure if you can help me with the followings)

I admit that I’m probably using the 2nd method without COMPLETELY understanding every part of it, but I don’t understand why using the first one gives the object a fixed perspective point (or whatever it’s called) and every object rendered like that is “viewed” from that same point while using the second is a lot more flexible because the “viewing” point is the actual registration point of the movie clip. Can anyone make this clearer for me? Or correct me if I’m wrong.

Anyway, here comes the actual problem. Using the 2nd method (because of it’s advantage I was talking about) I stumbled upon a disadvantage this time.

Rotating an object just using rotationX/Y/Z (1st method) does all the work for you, but now using the other method I had to draw my object, so I used drawTriangles(). But the quality was WAY BELOW. I made two screenshots (using 1st method - v1.jpg vs 2nd method - v2.jpg).

Is there a way to set the quality for the drawTriangles function? or is there a better function that I should use?

Any guidance on this is very much appreciated. Thanks!