Does anyone have any thoughts on this problem? It is preventing me from using any phong materials in our projects! I submitted it as Issue 38 in googlecode.
I just ran the test script against the Away3D trunk and it throws a compile error: AbstractRenderSession.as, line 356. 1000: Ambiguous reference to _spriteLayer. Help! Thanks all, Ralph On Feb 27, 12:44 pm, Ralph B <[email protected]> wrote: > If you apply a phong material to an Away3D primitive object, the > object renders in front of all other objects even if it is behind > those objects. It renders OK in Away3D 2.1, but not in 2.2 and 2.2. > > Has anyone noticed this, or is there a new way to use phong materials > that I missed? > Thanks! > Ralph > > Sample code follows: > > //var mat:ShadingColorMaterial = new ShadingColorMaterial > (0xFFFFFF); // Renders correctly > var mat:PhongColorMaterial = new PhongColorMaterial(0xFFFFFF); // > Cylinder appears in front of Trident > //var mat:PhongBitmapMaterial = new PhongBitmapMaterial(new BitmapData > (1, 1, false, 0xFFFFFF )); // Same problem > var cyl:Cylinder = new Cylinder(); > cyl.material = mat; > cyl.x = -100; cyl.z = -100; > > var trident:Trident = new Trident(); > view.scene.addChildren(cyl, trident); > > var light:DirectionalLight3D; > light = new DirectionalLight3D({color:0xFFFFFF, ambient:0.2, diffuse:. > 5, specular:0.25}); > light.x = 6000; light.z = -6000; light.y = 9000; > view.scene.addChild(light); > view.camera.moveTo(2000, 2000, 2000); // Away3D 2.2 & 2.3 syntax > view.camera.lookAt(new Number3D(0, 0, 0)); > view.camera.zoom = 20; > view.renderer = Renderer.CORRECT_Z_ORDER; > view.render();
