Hi Ralph,
I just had a go at this and the Cylinder renders nicely behind the
trident in all my cases? I'm using the latest version from SVN.
Here's my code:
package
{
import away3d.containers.View3D;
import away3d.core.math.Number3D;
import away3d.core.render.*;
import away3d.lights.DirectionalLight3D;
import away3d.materials.*;
import away3d.primitives.Cylinder;
import away3d.primitives.Trident;
import flash.display.BitmapData;
import flash.display.Sprite;
public class PhongBug extends Sprite
{
public function PhongBug()
{
super();
var view:View3D = new View3D({x:250,y:150});
this.addChild(view);
//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();
}
}
}