tile.ownCanvas=true textBox.screenZOffset=10000; screenZoffset will force things with ownCanvas to sort in the order that you set/want. Unless your things are huge, a difference of 1000 between each should put you into the safe zone.
-Pete On Tue, Jan 26, 2010 at 10:28 AM, Toms <[email protected]> wrote: > Uff, sorry, the joy turned out to be a bit premature. > Trying to position label higher (by chaning the y position) under some > angles results text fully going behind the tile. > > Is there anything else that could be done? > > Regards, > Toms > > > On Mon, Jan 25, 2010 at 9:50 PM, Toms <[email protected]> wrote: > > Awesome, thanks for the superfast help! > > > > On Mon, Jan 25, 2010 at 9:15 PM, Fabrice3D <[email protected]> wrote: > >> to make a long story short: > >> when you render with no canvas or props that can alter the logic, the > engine considers each elements that need to be compared on z for the whole > scene > >> adding owncanvas does the same but in own container first then each > container is compared with other elements as a group already sorted. > >> thats far from being perfect, but in some cases like yours it just do > the job. The art is to mixe all these weapons to get most sorted at lower > costs. > >> > >> Fabrice > >> > >> > >> On Jan 25, 2010, at 10:01 PM, Toms wrote: > >> > >>> Thanks, setting ownCanvas on both objects solves my problem! > >>> Could you maybe go into little detail why it would be so? > >>> > >>> Thanks! > >>> Toms > >>> > >>> On Mon, Jan 25, 2010 at 8:51 PM, Fabrice3D <[email protected]> > wrote: > >>>> try ownCanvas > >>>> > >>>> Fabrice > >>>> > >>>> > >>>> On Jan 25, 2010, at 9:45 PM, Toms wrote: > >>>> > >>>>> Thanks - forgot to mention that i tried the other sorting types too > >>>>> and the results were the same (or very similar). > >>>>> I also tried FP9 version with no luck. > >>>>> > >>>>> On Mon, Jan 25, 2010 at 8:37 PM, Joshua Granick > >>>>> <[email protected]> wrote: > >>>>>> To save performance, the basic renderer doesn't always stack > triangles the > >>>>>> same way. Instead of comparing the full coordinates of the object, > it > >>>>>> compares one point (the center, I think) > >>>>>> > >>>>>> You can pull the text farther forward, add it as a material on the > cube, set > >>>>>> .pushfront on the text or set the renderer to the correct Z sort > renderer > >>>>>> (view.renderer = Renderer.CORRECT_Z_SORT). It will run slower, but > it > >>>>>> handles object order better. > >>>>>> > >>>>>> > >>>>>> On Mon, 25 Jan 2010 12:32:01 -0800, Toms Bauģis < > [email protected]> > >>>>>> wrote: > >>>>>> > >>>>>>> Hello list! > >>>>>>> > >>>>>>> Using Away3D SVN version for FP10, I'm trying to add text in front > of > >>>>>>> a cube primitive, but the text under some angles partially > disappears > >>>>>>> in the cube, although the Z dimension is 10 units in front of it. > >>>>>>> > >>>>>>> Here is image to see what i mean: > >>>>>>> http://www.flickr.com/photos/toms/4304743800/ > >>>>>>> > >>>>>>> I could not find a relevant bug, so i guess i must be doing > something > >>>>>>> wrong. > >>>>>>> > >>>>>>> The code fragment that adds elements looks like this: > >>>>>>> > >>>>>>> var block:Cube = new Cube( { width: 150, height: 250, depth: 10 } > ); > >>>>>>> block.material = new ColorMaterial(0x999999); > >>>>>>> scene.addChild(block); > >>>>>>> > >>>>>>> var text:TextField3D = new TextField3D("Arial", { text: "Hello > World", > >>>>>>> z: -10, size: 60, textWidth: 2000, align: "MC" } ); > >>>>>>> text.material = new ColorMaterial(0x000000); > >>>>>>> _scene.addChild(text); > >>>>>>> > >>>>>>> > >>>>>>> > >>>>>>> Any help will be appreciated! > >>>>>>> Thanks, > >>>>>>> Toms > >>>>>> > >>>> > >>>> > >> > >> > > > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
