yeah FrustumClipping is already being used...

The same effect appears when at 45 degress as well..

private function initEngine():void
                {
                        //Debug.active = true;
                        scene = new Scene3D();
                        //clipping = new FrustumClipping({minZ:10});
                        clipping = new FrustumClipping();
                        //clipping.minZ = -50
                        //camera = new Camera3D({zoom:6, focus:100, x:176, 
z:54, lens:new
PerspectiveLens()});
                        camera =  new FirstPersonCamera(stage);
                        camera.zoom = 6;
                        camera.lens = new PerspectiveLens();
                        view = new View3D();
                        view.scene = scene;
                        view.camera = camera;
                        view.clipping = clipping;
                        //view.renderer = Renderer.CORRECT_Z_ORDER;
                        //view.clipping.objectCulling = true
                        view.x = 960 / 2;
                        view.y = 435 / 2;
                        addChild(view);
}


Here is the source for reference
http://www.funkyjunk.me.uk/ImagesForExternals/away3d/Gallery3D.txt

Thanks for help!!!



On Feb 2, 7:10 pm, Rob Bateman <[email protected]> wrote:
> 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/FrustumHotelRo...
> > 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:/...
>
> > > 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] Hide quoted 
> text -
>
> - Show quoted text -

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