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 -
