Thanks Peter!

I wasn't aware of that issue.
20 doesn't sound random...is it some twips<>pixels related thing ?

On Nov 20, 3:44 pm, Peter Kapelyan <[email protected]> wrote:
> This is a known problem with using the first release of the F10 player. If
> you upgrade your Flash Player, you shouldn't have this problem anymore.
>
> -Peter
>
>
>
> On Fri, Nov 20, 2009 at 10:42 AM, George Profenza <[email protected]> wrote:
> > Hi,
>
> > I started with the ExPlane file katopz pointed me to. Initially I
> > worked on a macbook.
> > When I moved the files to an iMac the file looked different.
>
> > Here is the simple code:
>
> > package
> > {
> >        import __AS3__.vec.Vector;
>
> >        import away3dlite.materials.*;
> >        import away3dlite.primitives.*;
> >        import away3dlite.templates.*;
>
> >        import flash.display.Bitmap;
> >        import flash.display.BlendMode;
>
> >        [SWF
>
> > (backgroundColor="#000000",frameRate="30",quality="MEDIUM",width="800",height="600")]
>
> >        /**
> >         * Plane test
> >         */
> >        public class ExPlane extends BasicTemplate
> >        {
> >                [Embed(source="people_in_room2.jpg")]
> >                private var Texture:Class;
>
> >                private var plane:Plane;
> >                private var textureBitmap:Bitmap;
> >                /**
> >                 * @inheritDoc
> >                 */
> >                override protected function onInit():void
> >                {
> >                        camera.z = -900;
>
> >                        textureBitmap = Bitmap(new Texture());
> >                        view.addChild(textureBitmap);
>
> >                        textureBitmap.x = -textureBitmap.width/2;
> >                        textureBitmap.y = -textureBitmap.height/2;
> >                        textureBitmap.z = 0.00000001;
> >                        //textureBitmap.alpha = .01;
> >                        textureBitmap.blendMode = BlendMode.DIFFERENCE;
>
> >                        var segments:uint = 1;
> >                        var planeMaterial:BitmapMaterial = new
> > BitmapMaterial
> > (textureBitmap.bitmapData.clone());
> >                        planeMaterial.smooth = true;
> >                        plane = new Plane(planeMaterial,
> > textureBitmap.width,
> > textureBitmap.height, segments, segments);
> >                        plane.bothsides = true;
> >                        plane.rotationX = 90;
>
> >                        scene.addChild(plane);
> >                }
>
> >                /**
> >                 * @inheritDoc
> >                 */
> >                override protected function onPreRender():void
> >                {
> >                        plane.rotationY = -(stage.stageWidth - mouseX) *
> > .51;
> >                }
> >        }
> > }
>
> > It displays the plane pretty tiny. I had to make the plane 20 times
> > larger on the iMac to get the same result as on the macbook:
>
> > plane = new Plane(planeMaterial, textureBitmap.width*20,
> > textureBitmap.height*20, segments, segments);
>
> > I can't think of any reason why I should change my code when I change
> > if from one machine to another, both having the same os. Why are these
> > sizes affected by the user's resolution ? Is there a fix for this ?
>
> > Thanks,
> > George
>
> --
> ___________________
>
> Actionscript 3.0 Flash 3D Graphics Engine
>
> HTTP://AWAY3D.COM

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