Thanks for the advice Rob! What you said makes sense although the part about "flex components are tricky to integrate into a 3d scene" has me a little confused. Let me try and rephrase the ideas mentioned in my initial post.
At the moment my application is structured like this: Application -> -------------> CoverFlowAnimator -> -------------> CoverFlowLayout -> -------------> CoverFlow -> --------------------------> Cover (Item Renderer) Here is a brief explanation of what does what. The CoverFlow component extends UIComponent and contains the VIEW, CAMERA and SCENE. The CoverFlowAnimator and CoverFlowLayout are attached to the CoverFlow component by reference. The CoverFlowAnimator controls the camera movements, position and add() remove() effects. The CoverFlowLayout is used for measuring the component, positioning items, angles and invoking animator methods. The Cover is a custom class used as an item renderer for each item in the CoverFlow components data provider. What I thought maybe a good solution as far as performance and ease of use is concerned, was to create a custom UIComponent (so it can contain any other flex components, labels, combo's etc) and have it outside of the CoverFlow component completely so the applications structure would look something like. Application -> -------------> CoverFlowAnimator -> -------------> CoverFlowLayout -> -------------> CoverInformation -> -------------> CoverFlow -> --------------------------> Cover (Item Renderer) The CoverFlow component dispatches the following mouse events for each Cover: over, out and down. So I thought it maybe possible to setup a function in the main application which positions and scale the CoverInformation (UIComponent) in the exact position of the selected Cover. Another thing I tried a few days back, was using the using the MovieClipSprite class to store the text etc and it came out really clear but I had problems getting the correct scaling! the positioning was OK though.
