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
