I think I might have gotten more feedback on my last post if I had
phrased it as a question rather than a suggestion.  D'oh!

I am trying to have a local 4-player game screen (split into
quarters), or various configurations up to, so some Scene3D instances
are shared among up to 4 View3D instances.  With view3D.autoUpdate set
to true, of course Scene3D throws a Debug error complaining about over
updating the scene.  But if I set autoUpdate to false, and even call
scene3D.updateScene(); before calling view3D.render();, and it doesn't
seem to update at the right time, because the scene.updatedSessions
Dictionary is coming back as null in the AbstractRenderSession
(presumably inside a SpriteRenderSession instance).

Currently, I have a PlayerView class (one for each player) that takes
a player's camera, and builds a layered set of View3Ds to minimize
depth sorting (separating floor from game objs from backdrop, etc.),
and the View3Ds hook into a set of corresponding Scene3Ds

I don't want to cheat and go altering low level super-classes like
AbstractRenderSession to fix this, because I know that will break the
engine for other more common scenarios.  How can I best implement my
code to take advantage of this?

Thanks!
-Pete

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