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

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