Oh... good one Pete!

On Thu, Jan 22, 2009 at 4:28 PM, Peter Kapelyan <[email protected]> wrote:

> This is what Rob wrote in an older e-mail (to turn off the TC):
>
> I should mention that if you ever want to turn OFF triangle caching
> (maybe because of some unforseen problem apparent in your
> application), you can set the forceUpdate property to true in the
> view.
>
> -Pete
>
> On Thu, Jan 22, 2009 at 1:26 PM, tain <[email protected]> wrote:
>
>>
>> why didnt he just disable triangle cache?
>>
>> On Jan 22, 6:33 pm, Li <[email protected]> wrote:
>> > 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/> <http://away3d.com/>
>> >
>> > > > > > --
>> > > > > > ___________________
>> >
>> > > > > > 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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