Hi Marko,
The obvious thing to do would be calling view.render(); after
swapping. If you are using a HoverCam, you'll also need to call
cam.hover(); before calling view.render(); I assume you do this
already?

Other than that, we'll need to know more: Are the meshes loaded or
embedded? What about the textures? Do you use eventListeners that
render the view upon model/texture load?

J

On Mar 11, 12:53 am, marko <[email protected]> wrote:
> Hello to all!
>
> I'm new to Away3D and i'm obviously having some trouble with
> basics ...
>
> I don't know if this info is relevant, but my aplication is:
> a) a Flex mxml application
> b) Away3D is implemented in a mxml component (handles also basic
> navigation like rotation)
> c) has a singleton manager, which handles data
>     c1) including Scene3D object for A3D
>     c2) manager also handles Mesh objects, which are stored in an
> ArrayCollection
> d) i use Mate for event handling
>
> To switch from mesh1 to mesh2 in the manager, i first remove mesh1
> from the scene (scene.removeChild) and attach mesh2 (scene.addChild),
> than i call scene.update. The first time Away3D correctly swaps from
> mesh1 to mesh2, but if i switch back to mesh1, the rendering stays the
> same (displaying mesh2). However, if i press the command to rotate the
> object, the rendering updates to mesh1 and starts to rotate.
>
> Should i call some command in the away3d mxml component after i update
> the scene in the manager? I already tried view.scene.update, but it
> doesen't work :(
>
> Hopefully someone has some good suggestions :)
>
> Big thanks to Away3D team for making my life easier!
>
> Marko

Reply via email to