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
>



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