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

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