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

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