Hey Jonathan i see what you mean, but this is an unfortunate incompatibility between phong shading and frustum clipping (and will also affect any other triangle-slicing algorithm such as Renderer.INTERSECTING_OBJECTS)
a solution would be to use the dot3bitmapmaterial for shading, which doesn't suffer the same incompatibility. Rob On Wed, Dec 2, 2009 at 5:45 AM, Jonathan Dumaine <[email protected] > wrote: > This looks like a bug to me. > > The set up: > > view = new View3D({"stats":true, camera:camera, clipping: new > FrustumClipping({minZ:10}), renderer: Renderer.CORRECT_Z_ORDER}); > > var light:DirectionalLight3D = new DirectionalLight3D({color:0xFFFFFF, > ambient:0.25, diffuse:0.75, specular:0.9}); > light.x = 100; > light.z = 500; > light.y = 1000; > light.debug = true; > view.scene.addChild(light); > > cube = new Cube({width:500, height:50, depth:1000, material:new > phongBitmapMaterial(Bitmap(_source).bitmapData, {shininess:100, > smooth:true, precision:2}), ownCanvas:true}); > > Run it. With the frustum clipping on you get a bunch of weirdness. > Without the frustrum clipping you get normal phong shading. It just so > happens in the application I set this up in I need to get down and > dirty with the cube so clipping is a must. Any ideas? > > If you can't reproduce this let me know, I'll supply an example. > -- Rob Bateman Flash Development & Consultancy [email protected] www.infiniteturtles.co.uk www.away3d.com
