After learning how frustum is spelled (and some brief understanding about it) I realize that clipping is not the cause for the problem. It seems that boundingRadius is 0 when the projection and culling is calculated. I came up with dirty workaround for my problem though. For now I add a "setter" for boundingRadius-property on Object3d, and set it manually. Wish a had some more understanding about the calculation of the boundingbox.
/ Einar On 1 Nov, 22:19, inEar <[email protected]> wrote: > My first post, so hallo everyone! I'm trying to animate some > MovieClipSprites that's moving towards the camera. Why is the objects > not drawn when the pivot point is outside my scene bounding box when I > use FrustumClipping. Isn't there a check for the boundaries of the > sprite? When no clipping-method is selected the objects is visible but > of course performance dies. > > I have tried to dynamically set the align to "top" or "bottom" and > reposition the movieclip while the camera is tilting, but without > success. Does the FrustrumClipping-method calculate the boundingbox in > a different way for MovieClipSprites? Maybe I can disable clipping for > these objects? I hope you can point me in the right direction. > > Here is an example of that, try to look down, and I'll see what I > mean:http://www.inear.se/pointer/ > > / Einar
