Hi Wesm,

Are you changing Camera Zoom? I've seen played around with the camera zoom
and if you go past a certain point the FOV is too distorted, and the image
goes haywire.

Try this code, then change camera zoom to see if it fixes it.

//This is your worldComplete

this.stage.addEventListener(MouseEvent.MOUSE_WHEEL, cameraLook, false, 0,
true);

//then this in you Main class

    private function cameraLook(event : MouseEvent) : void
        {
            switch(event.type)
            {

                case MouseEvent.MOUSE_WHEEL:
                    this.world.worldView.camera.zoom += event.delta * 2;

                    break;
            }
        }

On Mon, Apr 27, 2009 at 4:07 PM, wesm <[email protected]> wrote:

>
> Sorry, I messed this up. I'm sorry for the confusion.
>
> Here is the image of the scene exploded.
>
> http://img27.picoodle.com/img/img27/2/4/27/wesm/f_explodem_db92194.jpg
>
> Here is the scene when first published.
>
> http://img28.picoodle.com/img/img28/2/4/27/wesm/f_noExplodem_719d3a5.jpg
>
> And here is the texture distortion.
>
> http://img28.picoodle.com/img/img28/2/4/27/wesm/f_warpm_9041883.jpg
>
>
> >
>


-- 
_____________________________________

Juan Bonfante | Senior Interactive Developer
[email protected]
http://blog.juanbonfante.com
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