http://groups.google.com/group/away3d-dev/browse_thread/thread/1bd2e7fc2ea7f303/ab1b8ba3458b7aa0?lnk=gst&q=views#ab1b8ba3458b7aa0
http://groups.google.com/group/away3d-dev/browse_thread/thread/ea3cb47c1e3caa5c/3b001f0f706f5467?lnk=gst&q=views#3b001f0f706f5467 On Nov 18, 3:58 pm, buganamo <[EMAIL PROTECTED]> wrote: > 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
