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
