Hey Joseph

glad to hear you got frustumclipping working

there have been a few other errors reported with the feature recently - if
you have the time it would be great to get an issue report from you, so that
we can try and fix the situations that cause that error. sample code that
demonstrates the error is the most useful, you can enter an issue on the
google code page:

http://code.google.com/p/away3d/issues/list

cheers!

Rob

On Thu, Sep 24, 2009 at 11:10 PM, Joseph <[email protected]> wrote:

>
> That worked :)
>
> On Sep 18, 6:31 am, Peter Kapelyan <[email protected]> wrote:
> > Hmmm sounds like a bug...maybe you can try to shift everything over into
> a
> > quadrant/area where this won't happen? For instance, if it only happens
> with
> > large negative values, move everything out of that area?
> > -Pete
> >
> >
> >
> >
> >
> > On Fri, Sep 18, 2009 at 4:14 AM, Joseph <[email protected]> wrote:
> >
> > > Thank you, Pete!
> >
> > > For the most part it does work which is wonderful. However,
> > > occasionally the stage blacks out and I get an error:
> >
> > > Error: Error #1023: Stack overflow occurred.
> > >        at away3d.core.base::Vertex()
> > >        at away3d.core.utils::CameraVarsStore/createVertex()
> > >        at away3d.core.clip::FrustumClipping/checkFace()
> >
> > > Seems to only happen on bondaries of the texture tilings. If I keep
> > > panning camera it goes away but when I pan back in the opposite
> > > direction it blacks out again with errors.
> >
> > > Any ideas?
> >
> > > clipping = new FrustumClipping({minZ:10});
> > > camera = new Camera3D();
> > > camera.zoom=20;
> > > camera.focus=150;
> > > view = new View3D({scene:new Scene3D
> > > (),camera:camera,clipping:clipping});
> >
> > > -Joe
> >
> > > On Sep 17, 9:29 pm, Peter Kapelyan <[email protected]> wrote:
> > > > Use the frustum clipping feature, it'd been added since that
> discussion.
> >
> > > > -Pete
> >
> > > > On Thu, Sep 17, 2009 at 10:23 PM, Joseph <[email protected]>
> > > wrote:
> >
> > > > > Any new ways to combat disappearing triangles besides adding more
> > > > > triangles, adjusting camera, keeping distance from the offending
> > > > > object, etc?
> >
> > > > > Found this thread and not sure if it is related but it seemed like
> a
> > > > > solution? Has this been implimented?
> >
> > > > >
> http://groups.google.com/group/away3d-dev/browse_thread/thread/d3259c.
> > > ..
> >
> > > > > Basically I have a large outdoor plane that I "fly" over and the
> > > > > triangles disappear when I get close or am at a certain angle.
> > > > > Increasing subdivisions of the plane knocks performance.
> >
> > > > > -Joe
> >
> > > > --
> > > > ___________________
> >
> > > > Actionscript 3.0 Flash 3D Graphics Engine
> >
> > > > HTTP://AWAY3D.COM- Hide quoted text -
> >
> > > > - Show quoted text -
> >
> > --
> > ___________________
> >
> > Actionscript 3.0 Flash 3D Graphics Engine
> >
> > HTTP://AWAY3D.COM- Hide quoted text -
> >
> > - Show quoted text -
>



-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

Reply via email to