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
> >>>>>>
> >>>>
> >>>>
> >>
> >>
> >
>



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