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

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