Along with the camera being too close, not sure why, but this helped
me.
view.clipping = new RectangleClipping({minX:-(600/2), minY:-
(400/2),maxX:600/2, maxY:400/2});
Here's the background:
http://groups.google.com/group/away3d-dev/browse_thread/thread/94ef872ddffa09c2/5c6c3869bcce5bb3?lnk=gst&q=frustumclipping+%2B+Gbear#5c6c3869bcce5bb3
On Feb 24, 4:26 pm, Michael Iv <[email protected]> wrote:
> Tell me , your geometry has many / few faces ? Does it consist of a single
> model or may be you set many different models together as parts ?
>
>
>
> On Tue, Feb 23, 2010 at 4:49 PM, funky-monkey <[email protected]> wrote:
> > I'm having the exact same problem. Neither FrustumClipping nor
> > REctangularClipping helps... I would be very pleased to see a solution
> > to this issue.
>
> > On Feb 23, 12:49 pm, Michael Iv <[email protected]> wrote:
> > > Not always FrustrumClipping solves the problem . Try RectangularClipping
> > > also . I had a project where FrustrumClipping did not help but
> > Rectangular
> > > made the magic .
>
> > > On Tue, Feb 23, 2010 at 1:34 PM, colouredfunk
> > > <[email protected]>wrote:
>
> > > > Do you think it could be a bug?
>
> > > > On Feb 9, 9:57 am, colouredfunk <[email protected]> wrote:
> > > > > Hey guys,
>
> > > > > Has any one got any ideas about this? I've been trying to fix it for
> > > > > months :s
>
> > > > > Please help :)
>
> > > > > On Feb 3, 4:56 am, colouredfunk <[email protected]> wrote:
>
> > > > > > 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 referencehttp://
> > > >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
>
> > rob.bate...@gmail.comwww.infiniteturtles.co.ukwww.away3d.com-hidequotedtext-
>
> > > > > > > - Show quoted text -- Hide quoted text -
>
> > > > > - Show quoted text -
>
> > > --
> > > Michael Ivanov ,Programmer
> > > Neurotech Solutions Ltd.
> > > Flex|Flash |Air |Games|OS|
> > > Tel-0526237969
> > > [email protected]
> > > [email protected]
>
> --
> Michael Ivanov ,Programmer
> Neurotech Solutions Ltd.
> Flex|Flash |Air |Games|OS|
> Tel-0526237969
> [email protected]
> [email protected]