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.

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