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 > >
