Hello again,

Still having the issue. Actually there are several... I'm new to
away3d and 3D in general.

Here are three pictures that are showing the problems:

http://www.funky-monkey.ch/temp/Capture1.PNG
This shows the scene how it should be, independent of the angle /
camera position, ...

http://www.funky-monkey.ch/temp/Capture2.PNG
Rotating the camera a bit results in this image: see the object
'vanishing'? Some faces become blended, some disappear, ...

http://www.funky-monkey.ch/temp/Capture3.PNG
Rotating further also shows that the z-order is somehow messed up.

So this is not only for walls (however, they also do disappear
sometimes). My objects consist of relatively few faces...

I post the code of importance:

                                //create camera
                                camera  = new HoverCamera3D({zoom:10, 
focus:100, distance: 2000});
                                camera.x = 600; camera.z = 600; camera.y = 800;
                                camera.panangle = 0;
                                camera.tiltangle = 0;
                                camera.targetpanangle = 90;
                                camera.targettiltangle = 45;
                                camera.mintiltangle = 0;
                                camera.maxtiltangle = 90;

                                //camera target (center of room)
                                var center:Object3D = new Object3D({x:500, 
z:500});
                                camera.target = center;

                                //create view
                                view = new View3D({x:this.width/2, 
y:this.height/2,
camera:camera});
                                view.renderer = Renderer.INTERSECTING_OBJECTS;
                                view.clipping = new 
RectangleClipping({minX:-this.width/2, minY:-
this.height/2, maxX:this.width/2, maxY:this.height/2 });
                                //view.clipping = new 
FrustumClipping({minZ:10});
                                addChild(view);

Any idea? Thx in advance!





On Feb 24, 1:53 pm, GBear <[email protected]> wrote:
> 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/94ef87...
>
> 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]

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