Im glad your problem is solved... however, it means there is a little bug with triangle caching in the engine. It should be solved soon so that enterFrame or moving the camera wont be necessary.
=) On Thu, Jan 22, 2009 at 1:33 PM, SB <[email protected]> wrote: > > Great idea Li. Thanks! > I'll eventually have bitmap images involved and want to prevent pixel > shifting with the camera constantly moving, but using a smaller value > (.000001) and "wobbling" the camera each frame seems to have done the > trick. So far there hasn't been any noticeable difference in > performance either. > > In case anyone else is trying to solve a similar problem - here's the > EnterFrame event handler. Just set a private var called "_camWobble" > in your class. > public function renderView(e:Event):void { > _view.render(); > if(_camWobble == .000001) { > _cam.z += _camWobble; > _camWobble = -.000001; > } else { > _cam.x += _camWobble; > _camWobble = .000001; > } > > } > > > On Jan 21, 5:34 pm, Li <[email protected]> wrote: > > Try setting a bit of camera motion on enterframe like: > > > > this.addEventListener(Event.ENTER_FRAME, enterFrameHandler); > > > > private function enterFrameHandler(evt:Event):void > > { > > camera.z += 0.01; > > > > } > > > > If the problem dissapears there might be a little bug with tri-caching. > > > > If not, ignore me :D > > > > On Wed, Jan 21, 2009 at 6:59 PM, SB <[email protected]> > wrote: > > > > > All the boxes have the same depth (1). With a depth of 1 and moving > > > the object from z=0 to z=-30000 I think it's safe to say it's not an > > > issue with intersecting shapes. > > > Here's two swf's: > > > In the first one all the boxes have ownCanvas=true (so they can have > > > drop shadow filters applied) > > > The second one all the boxes have ownCanvas=false. > > >http://www.sic-culture.com/z-sort/ > > > > > On Jan 21, 1:00 pm, Peter Kapelyan <[email protected]> wrote: > > > > Sorry, hard to tell whats going on from those pictures. > > > > > > Try messing with the depths of the boxes. I'm figuring one is taking > over > > > > the other because its dimensions (depth) is larger than the other, so > in > > > > your case make the orange one really thin, or the blue ones really > deep > > > and > > > > further back, if possible. > > > > Hope it helps > > > > -Pete > > > > > > On Wed, Jan 21, 2009 at 2:50 PM, SB <[email protected]> > > > wrote: > > > > > > > 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 <http://away3d.com/> > > > > > > -- > > > > ___________________ > > > > > > Actionscript 3.0 Flash 3D Graphics Engine > > > > > > HTTP://AWAY3D.COM >
