Hey Ralph My AS3 knowledge is really lean, what's Util3 and how do I set/define camPos please?
I found the simple/best Text3D topic thanks, and I see you had same issues as me trying to load font swf. I'm using CS4 and never got it right from scratch, I just renamed the embedded example and worked from there. I also spent half the weekend trying to publish and embed .obj without luck, Flash seems to be way too tricky with this stuff. Thankfully Fabrice made Prefab and I managed to get the AS3 export working, now we just need him to add text interface and we will be Away :) Thanks in advance! G On Nov 10, 4:23 pm, GBear <[email protected]> wrote: > Hi Ralph > > Yip, it was unreliable, mixing front and back up completely. > > Thanks a lot for this, I will give it a go and search through the old > topics. > > Cheers > > > > > > Ralph B wrote: > > I haven't re-checked this for CS4/FP10, but I understand from the > > reasons that Li mentions below, bothsides=false is not always > > reliable. If you want the text to be fully rendered when viewed from > > the front and invisible when viewed from the rear, you can make both > > sides visible, then hide the whole text object if it is facing away > > from the camera with an algorithm like this: > > > function hideReversedTextObject(obj, camPos){ > > // Does a crude backface culling > > var v1:Number3D = new Number3D(); > > var v2:Number3D = new Number3D(); > > var ang; > > > v1 = obj.inverseSceneTransform.forward; // Vector facing away from > > object > > // Note: use inverseSceneTransform.forward (not > > sceneTransform.forward) to get > > // the vector that is normal to the plane of the object > > (textfield). > > > v2.sub( obj.scenePosition, camPos ); // vector to camera > > > ang = Util3.degrees(v2.getAngle(v1)); // Angle between vector to > > camera and vector facing away from the object. > > obj.visible = (ang < 90); > > } > > > Also, if you look for topic "What is the latest/best/simplest 3d text > > method to use?" in the groups I had posted a step-by-step technique > > for using TextField3D in CS3, following Li's guidance. > > > Ralph > > > On Nov 8, 9:02 pm, GBear <[email protected]> wrote: > > > Thanks Li, I'll give that a go and let you know how it comes out. > > > > Cheers > > > > Li wrote: > > > > Hey GBear, > > > > > Textfield3D has bothsides = true by default, that is, backface culling > > > > is > > > > disabled for text. You can enable it however by setting it to false. > > > > This > > > > might cause some problems because of the way vector fonts are > > > > arbitrarily > > > > designed; some glyphs are designed clockwise while others are designed > > > > anti > > > > clockwise. This orientation in the definition is crucial for back face > > > > culling to be implemented properly. There is no convention in font > > > > design > > > > and I haven't yet produced a solution to counter this. > > > > > The back property is not applicable for textfield3d. > > > > > I would try using TextField3D with the font you have in mind and > > > > bothsides = > > > > false and see how many glyphs pop out. It depends on the font really... > > > > If > > > > you're not ok with that I would go for the Swf.as alternative. Break > > > > some > > > > text in the Flash IDE and import it in Away3D as a Sprite via Swf.as. > > > > There > > > > is a slight chance that by doing this (I still haven't tested it enough) > > > > Flash will resolve the arbitrary font definitions to its own terms and > > > > hence > > > > produce more coherent material for the engine. > > > > > hth > > > > Li
