Each of your suggestions are all useful. Thank you very much for the help!




On Tue, 22 Dec 2009 17:10:12 -0800, Rob Bateman <[email protected]> wrote:

Hey Joshua

have you tried using ownSession on 3d objects? the session of an object is
used as its rendering container, a bit like viewportlayers in PV3D. only in
this case, they can either be set to sort using the position of the object,
or your own sorting position. for example:

var mySphere:Sphere = new Sphere();

mySphere.ownSession = new SpriteRenderSession();

would group your spheres rendered triangles into their own sprite layer, but
sorting would stil lbe controlled by the view. however, doing this:

var mySphere:Sphere = new Sphere();

var mySession:SpriteRenderSession = new SpriteRenderSession();

mySession.screenZOffset = 10000;

mySphere.ownSession = mySession;

will ensure that the sorting level of the sphere will always be at 10000
units, which should place it behind all other 3D content in the view

hth!

Rob


On Sun, Dec 13, 2009 at 1:49 AM, Peter Kapelyan <[email protected]> wrote:

Hi,

There's a few ways you can do this, one way is:

myFloor.pushBack=true;

and/or pushFront=true on the things you want on top.

Another way is to assign a large number for your Floors .screenZOffset
property to force it always to be in back. In that case you will also need
to set the Floors ownCanvas property to true.

Let me know if it works for you

-Pete


On Sat, Dec 12, 2009 at 2:58 PM, Joshua Granick <[email protected]>wrote:

Hey guys,

I've noticed that when two objects are positioned close to each other, it
sometimes will throw off the stacking order. I have a series of objects
which are set on top of a floor. I am using a Plane for the floor, because
I like it to move as the camera moves. However, it would be great if I
could somehow force this to always be below the other objects.

Would I have to use a separate View3D object to do this, and synchronize
the cameras, or is there another way to set an object to always be below
the others?

Thank you!




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