Thanks everyone!

I'll describe what i ended up with for teh interwebs.

My main target was to put crisp text on a primitive. I intended to
have lots of that text and they would be laying one on the other (like
cards) and i was going to manipulate them in space.

The ownCanvas with screenZOffset works good, you just have to flip the
zOrder, when the card is turning it's back, or as expected - it will
be always in front and such.

What i stumbled up on in the next step was mouse events, as those
apparently are going different path to determine which object i am
hovering over and most probably ignoring Z order.

At the end i found the "smooth" flag on BitmapMaterial that makes text
rendered in bitmap appear good enough and now allows me to skin the
text right on the primitive, and as expected, with CORRECT_Z_ORDER
rendering, the results are as expected.
Path from text to skin is following:
create sprite, add standard flash textfield to it, then create
bitmapdata and do bitmapdata.draw(sprite), and the result feed into
BitmapMaterial and set smoothing to true.

Toms

On Tue, Jan 26, 2010 at 3:37 PM, Peter Kapelyan <[email protected]> wrote:
> whoopsy i meant something like
>
> tile.ownCanvas=true;
> tile.screenZOffset=yournumber;
>
>
>
> On Tue, Jan 26, 2010 at 10:35 AM, Peter Kapelyan <[email protected]>
> wrote:
>>
>> 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
>
>
>
> --
> ___________________
>
> Actionscript 3.0 Flash 3D Graphics Engine
>
> HTTP://AWAY3D.COM
>

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