buganamo,
In this tutorial you can find the source for four views sharing the
same scene without any problems:
http://www.flashmagazine.com/Tutorials/detail/away3d_basics_the_view_and_the_scene/

J

On Nov 19, 5:13 am, mogg <[EMAIL PROTECTED]> wrote:
> http://groups.google.com/group/away3d-dev/browse_thread/thread/1bd2e7...
>
> http://groups.google.com/group/away3d-dev/browse_thread/thread/ea3cb4...
>
> 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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