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
>

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