Is this using FrustumClipping already? If so then it could be you have an extremely small scale on your models, and this is causing the relative scale of your nearfield plane to be prematurely cutting the model. what happens when you approach the wall at an angle of 45 degrees?
Rob On Tue, Feb 2, 2010 at 1:24 PM, Jensa <[email protected]> wrote: > Yeah. It's the default clipping that does this. You'll need to add > Frustrum Clipping to your project to avoid this. If you try this demo > > http://www.infiniteturtles.co.uk/projects/away3d/demos/FrustumHotelRoom/Advanced_FrustumHotelRoom.html > you'll find that using the Rectangle Clipping mode (default in Away3D) > will give the same error. > > Frustrum clipping was added exactly to solve things like this. Right > click the demo to see the source and how it's done. > > J > > On Feb 2, 5:06 am, colouredfunk <[email protected]> wrote: > > Hi, > > > > In a museum project I'm working on; I'm positioning each room (which > > are separate 3ds files) next to each other, but as I start to walk up > > to the next room, the wall disappears!! :s > > > > > http://www.funkyjunk.me.uk/ImagesForExternals/away3d/Room_1.jpghttp://www.funkyjunk.me.uk/ImagesForExternals/away3d/Room_2.jpg > > > > Each model has got pushback = true and ownCanvas = true set / I’ve > > tried different combinations with false too. > > > > I’m using FrustumClipping, messed around with the minz number(more, > > less, negative etc), eg: clipping = new FrustumClipping({minZ:10}); > > > > I’ve even tried adding a primitive shape behind the wall instead of > > the corridor and it still does the same thing… > > > > Anyone got any ideas what this could be? > > > > Many thanks! > -- Rob Bateman Flash Development & Consultancy [email protected] www.infiniteturtles.co.uk www.away3d.com
