Hey Stuart

sorry to hear about your euler angle woes. Have you tried rotating around an
axis, rather than using eulers? something like:


cube.rotate(new Number3D( 0,  0,  1), 90); //a z axis rotation


cube.rotate(new Number3D( 1,  0,  0), 90); //an x axis rotation


cube.rotate(new Number3D( 0,  1,  0), 90); //a y axis rotation


this should avoid the dreaded 'gimbal lock' problem, and also stop you
having to keep re-creating the cube, which is inconvenient to say the least
;)

atb

Rob


On Fri, Dec 5, 2008 at 4:25 PM, Stuart Kemp <[EMAIL PROTECTED]> wrote:

> The current solution is to build a new cube for each transition, and only
> apply the faces the user will see to the front and top/bottom/left/right
> depending on the rotation of course.
>
> From a user-control point of view this is working almost perfectly, and my
> only problem is that the actual rotation of the cube in the users mind
> doesn't always match that of my fake cube, but thats an issue with my lookup
> table, and I know how to fixi it.
>
> The only other issue it suffers from is that the garbage collection doesn't
> seem to remove the cubes I discard from the scene, and the framerate suffers
> after just a few transitions. I'm using scene.removeChild() to drop the
> cube, and according to Flash's help, that should call the garbage
> collection, but it doesn't seem to.
>
> However, this is just for a prototype, so unless theres a simple answer to
> this problem, I'm probably going to leave it as is.
>
>
> On Fri, Dec 5, 2008 at 5:10 AM, Makc <[EMAIL PROTECTED]> wrote:
>
>>
>> On Fri, Dec 5, 2008 at 2:59 PM, Stuart Kemp <[EMAIL PROTECTED]> wrote:
>> > My
>> > current solution is so close to the answer,
>>
>> and what is it, btw?
>>
>
>


-- 
Rob Bateman
Flash Development & Consultancy

[EMAIL PROTECTED]
www.infiniteturtles.co.uk
www.away3d.com

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