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
_____________________________________