If it's 20 for every swf resolution, it's not that random :) In worst cases, maybe you can detect the player version and make fixes to each object accordingly, although it might seem like a sloppy fix. Maybe there is some other way to fix it for the older player (because maybe it has more to do with the camera distance or some perspective problem).
-Pete On Fri, Nov 20, 2009 at 12:43 PM, George Profenza <[email protected]> wrote: > 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 > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
