i think your main problem is high poly count working with correct_z_order. i would start with using BASIC renderer and cheat the correct_z_order, or, i would make that model with max 100 polygons, with good texture to cheat details.
On Nov 20, 12:43 pm, Stan <[EMAIL PROTECTED]> wrote: > Decided to add two pics to illustrate the problem: > > http://img.photobucket.com/albums/v209/stan2004/problem_front.pnghttp://img.photobucket.com/albums/v209/stan2004/problem_back.png > > now I split it in two 3DS parts which I parse separatlely and combine > using ObjectContainer3D. I have pushback:true for bigger part and > pushfront:true for the small one. Also have view.renderer = > Renderer.CORRECT_Z_ORDER; > > So what's wrong? > > On Nov 20, 10:56 am, Stan <[EMAIL PROTECTED]> wrote: > > > Hi guys! > > > I have a 3DS model with a face count of about 2000. It has approx 7 > > parts and on some of them I applied two or three materials. I reassign > > material from within Away3D: > > > var texChrome:Bitmap = new TestChrome(); > > var chromeData:MaterialData = pModel.materialLibrary.getMaterial > > ("chrome"); > > chromeData.material = new EnviroBitmapMaterial(texChrome.bitmapData, > > texPanorama.bitmapData, {smooth:true, reflectiveness:0.55}); > > > Anyway, I am getting very poor FPS (1-2) and incorrect z-ordering with > > parts becoming transparent. Can the reason be that the model is in mm- > > scale units instead of generic-units in 3DS? > > > Regards, > > Staen
