Uau pete,
I was using a view.render called inside my Tween...
TweenMax.to(conteiner, 1, {rotationX: 60, onUpdate:do_render....

I guess your method is much better...



On 22 Lug, 15:26, francesco <[email protected]> wrote:
> Thanks for your illuminating post Pete,
>
> you've been very helpful!
>
> Bye!
>
> On 22 Lug, 15:15, Peter Kapelyan <[email protected]> wrote:
>
>
>
> > By default, Away3D will not render anything that doesn't move, or you
> > haven't applied a movement to, or isn't moving.
>
> > To turn this feature OFF you can say:
>
> > view.forceUpdate=true
>
> > This will force it to render everyframe.
>
> > In your case with a tween, you can turn forceUpdate to "true" when your
> > tween starts, and then just turn it to "false" when your tween stops (your
> > onComplete function).
>
> > Also if you do something like :
>
> > view.camera.x=1000;
>
> > and next frame say the same thing (apply any x,y,z, even if it's the same)
> > then Away3D will render the whole scene. So the trick to use the auto
> > caching is to make sure you don't move anything, even the camera to the same
> > coordinates.
>
> > -Pete
>
> > On Wed, Jul 22, 2009 at 9:07 AM, francesco <[email protected]> wrote:
>
> > > Yes Lami, it does!
>
> > > But there's a further problem I didn't considered at first: the
> > > tweening engine. I mean, suppose that a generic interaction (which
> > > enables rendering) is coded with a tween: at the moment the
> > > interaction occurs (the interaction frame) the frame buffer is
> > > correctly painted as it should, but in the succeeding frame no other
> > > modifications will be shown because of the absence of a call to
> > > view.render() inside the enterFrame()! But maybe I'm wrong because I
> > > didn't test it...
>
> > > Now, I heard that PV3D has the ability to enable/disable the rendering
> > > process even if there's a view.render() inside the enterFrame(). I'm
> > > going to check if this ability is available even in Away3D.
>
> > > Again, thanks for your help Lami, I'll try to recode my app following
> > > your guidelines... I'll let you know my results!
>
> > > Bye!
>
> > > On 22 Lug, 13:55, Lami <[email protected]> wrote:
> > > > 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!
>
> > --
> > ___________________
>
> > Actionscript 3.0 Flash 3D Graphics Engine
>
> > HTTP://AWAY3D.COM- Nascondi testo citato
>
> - Mostra testo citato -

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