I'm going to answer my own question based on a post I found..here's
the post and this solves the problem if anyone else has it

the post is by Alex Veenendaal..thanks Alex!!


This might not be the root cause of the issue, but in
away3d.core.draw.DrawScaledBitmap.contains(), changing the line that
reads:

mapping = new Matrix(scale*cos, -scale*sin, scale*sin, scale*cos,
topleft.x, topleft.y);

to be:

if( rotation != 0 ) mapping = new Matrix(scale*cos, -scale*sin,
scale*sin, scale*cos, topleft.x, topleft.y); else mapping = new Matrix
(scale, 0, 0, scale, topleft.x, topleft.y );

seems to get mouse events working on my Sprite2D billboards.

On Jun 25, 5:40 pm, "Rob Bateman" <[EMAIL PROTECTED]> wrote:

Cheers guys

will have a look at this just as soon as... i've known something's
been up with this for a while, so would be good to get it sorted.

dont forget to submit the sample piece of code to illustrate the
issue!

Rob


On Nov 19, 6:02 pm, Ian Stokes <[EMAIL PROTECTED]> wrote:
> Hi Away3d team,
>
> I'm using DirSprite2D and I'm noticing mouse events will fire
> correctly, as long as you don't have transparent=true
> for your bitmap sequences, as soon as you set it to transparent..the
> mouse event no longer fires. adding the Sprite to a special container
> also has the same issues and drains speed a bit. What is the proper,
> fast way to keep the mousevent with transparent set to true in the
> bitmapdata?
>
> Thanks
>
> Ian

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