I think you got it backwards Pete. The "orange box" is actually in
front of all the others (closer to the camera) yet it renders behind
them.
Let me see if I can restate my original post a bit...
The "blue boxes" are all at the same z coordinate (0). When you click
on one of them, it "zooms" forward towards the camera along the z axis
- so it it's in front of the other boxes (it also turns orange but
thats beside the point). The "orange box" should then render in front
of the "blue boxes". When each box has ownCanvas set to the default
(false) they will properly render in front of the others when they are
closer to the camera. It's only when ownCanvas is set to true that
they won't render correctly. Incidentally, I know that the "orange
box" is in front of the the other boxes because it obscures the blue-
boxes from receiving mouse events.

Thanks

On Jan 21, 11:47 am, Peter Kapelyan <[email protected]> wrote:
> That's because that's the way it works, basically. I'm not quite sure what
> you are trying to do but I'll try to answer :)
>
> What effect are you trying to achieve? That all the blue boxes come out of
> the big orange one?
> Or that orange one is always in back? If the orange one is always in back,
> you can add the orange one to another view , and force it to always be
> behind.
>
> Also you can try to make your orange box not go too far back in depth, so
> that it doesn't take over the other boxes in the same view, if that's what's
> happening.
>
> Let me know
>
> -Pete
>
>
>
> On Wed, Jan 21, 2009 at 12:55 PM, SB <[email protected]> wrote:
>
> > I have a z-sorting issue related to setting ownCanvas=true on a group
> > of objects that I haven't found an answer for (despite there being a
> > number of topics on the issue).
>
> > I have a scene with multiple cubes that are set at different x and y
> > coordinates but all at the same z coordinate - 0. When a cube is
> > clicked it moves forward in the scene (towards the camera) and thus
> > "covers" the other cubes. In order to apply filters (specifically a
> > drop shadow filter) to each cube, the ownCanvas property is set to
> > true. However, when ownCanvas is set to true the cubes no longer
> > render correctly - cubes that are further back (at z=0) will appear in
> > front of the cube that is closer to the camera.
>
> > Here are a few screens showing the issue:
> > <a href="http://www.sic-culture.com/z-sort/z-sort_1.jpg";>Cubes before
> > sorting</a>
> > <a href="http://www.sic-culture.com/z-sort/z-sort_2.jpg";>Lower left
> > cube moved towards camera</a>
> > <a href="http://www.sic-culture.com/z-sort/z-sort_2.jpg";>Another cube
> > moved towards camera</a>
>
> > I've tried alternating between Renderer.BASIC and
> > Renderer.CORRECT_Z_ORDER.
> > I've tried pushfront (even though the issue is not intra-object
> > specific).
> > I've tried putting all the cubes into an ObjectContainer3D that also
> > has ownCanvas set to true.
>
> > Seems like a relatively simple problem. Any suggestions?
>
> --
> ___________________
>
> Actionscript 3.0 Flash 3D Graphics Engine
>
> HTTP://AWAY3D.COM

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