Hi Francesco!
I was looking for my old project where I did this and this is my
solution:
basically i just needed to render after the user pressed/released a
key
public function Test() {
//Here I initalize my objects and after everything was initialized
view.render() is called once, to render the first time.
init();
this.stage.addEventListener(KeyboardEvent.KEY_DOWN,onKeyDown); //
There i put the view.render();
this.stage.addEventListener(KeyboardEvent.KEY_UP,onKeyUp); //There i
put view.render() too;
this.addEventListener(Event.ENTER_FRAME,onEnterFrame);
//There is just my switch-case statement, checking which key was
pressed and what interaction should be done, e.g. (move forward)
}
So I've got no view.render() in the onEnterFrame Function!
As you see I didn't rerender all the time, but just when there was
interaction.
Maybe this works in your case too!?
On 22 Jul., 13:13, francesco <[email protected]> wrote:
> HI Steve!
>
> Let me point out this issue: do you mean that the only place where to
> put the:
>
> > this.view.render()
>
> is inside the listener handler and not inside the enterFrame()?
>
> Thanks!
>
> On 22 Lug, 12:49, Lami <[email protected]> wrote:
>
> > Hi!
>
> > I guess I implementend something like that:
>
> > //Viewpoint is my camera, i just render when camera is mooved
>
> > viewPoint.addEventListener
> > (Object3DEvent.SCENETRANSFORM_CHANGED,reRender);
>
> > private function reRender(e:Object3DEvent):void {
> > view.render();
>
> > }
>
> > Tell me if that works for you!
>
> > greetz. Steve
>
> > On 22 Jul., 12:08, francesco <[email protected]> wrote:
>
> > > Hi everyone,
>
> > > is there a way to stop the rendering inside a enterFrame() via a
> > > predefined Away3D property or something like that? I'd like the engine
> > > not to render the scene until something moves on the stage.
>
> > > Thank you!