I dont know if it may help but i've found the bug in Object3D Class
replace line 164 to 198:
/** @private */
public function get parentmaxX():Number
{
return boundingRadius*_boundingScale + _transform.tx;
}
/** @private */
public function get parentminX():Number
{
return -boundingRadius*_boundingScale + _transform.tx;
}
/** @private */
public function get parentmaxY():Number
{
return boundingRadius*_boundingScale + _transform.ty;
}
/** @private */
public function get parentminY():Number
{
return -boundingRadius*_boundingScale + _transform.ty;
}
/** @private */
public function get parentmaxZ():Number
{
return boundingRadius*_boundingScale + _transform.tz;
}
/** @private */
public function get parentminZ():Number
{
return -boundingRadius*_boundingScale + _transform.tz;
}
by :
/** @private */
public function get parentmaxX():Number
{
return _maxX*_boundingScale + _transform.tx;
}
/** @private */
public function get parentminX():Number
{
return _minX*_boundingScale + _transform.tx;
}
/** @private */
public function get parentmaxY():Number
{
return _maxY*_boundingScale + _transform.ty;
}
/** @private */
public function get parentminY():Number
{
return _minY*_boundingScale + _transform.ty;
}
/** @private */
public function get parentmaxZ():Number
{
return _maxZ*_boundingScale + _transform.tz;
}
/** @private */
public function get parentminZ():Number
{
return _minZ*_boundingScale + _transform.tz;
}
On 23 sep, 19:12, Li <[email protected]> wrote:
> Yes, I've observed this problem before and its something we need to fix.
>
> What many are doing while this bug persists is a manual calculation of the
> bounds. For this you need to obtain the global coordinates of each vertex
> and find limit values yourself. The calculation is pretty easy actually but
> in the engine its a bit harder to do, since the process is distributed in a
> few classes for it to be optimized.