Indeed, after further debugging I determined that it was Mirroring the
LoaderCube and not the final mesh.

I've added an event handler via addOnSuccess() and now I manage to
flip the right mesh. Not 100% about how it's flipping right now as it
doesn't seem to flip about the world origin and the +/- options don't
seem to do the right thing as I would expect. However, I'll do some
more looking into the issue before making a formal query about it.

Thanks for the help.

-Wex

On Mar 4, 12:18 pm, Fabrice3D <[email protected]> wrote:
> then you do not target the right mesh...
> Drop your model in Prefab, select your mesh and open mirror panel..
> just to see whats happening...
>
> Fabrice
>
> On Mar 4, 2010, at 1:03 PM, Wex wrote:
>
> > Cheers for replying. I've tried all the flips. Just done x+ and x-
> > again to be sure; still nothing.
>
> > Also, the object isn't at 0,0,0. I move it as shown in the posted
> > code.
>
> > -Wex
>
> > On Mar 4, 11:23 am, Fabrice3D <[email protected]> wrote:
> >> it might do it, but no being obvious... especially if your model is at 
> >> 0,0,0 and symetrical
> >> try x+ or x- just to see.
>
> >> Fabrice
>
> >> On Mar 4, 2010, at 12:08 PM, Wex wrote:
>
> >>> Been banging my head against this for a few hours now... for some
> >>> reason when I mirror a mesh loaded from a 3DS file, it doesn't do
> >>> anything. Here's the code I'm testing with:
>
> >>>    var mat:ShadingColorMaterial = new ShadingColorMaterial(0x00FF00);
> >>>    var sphere:Sphere = new Sphere( { material:mat, segmentsH:6,
> >>> segmentsW:6, radius:10 } );
> >>>    sphere.x = -20;
> >>>    sphere.z = -200;
> >>>    m_view.scene.addChild(sphere);
> >>>    Mirror.apply(sphere, "x");
>
> >>>    var mesh:Loader3D = Max3DS.load("wall.3DS");
> >>>    mesh.x = -20;
> >>>    mesh.z = -200;
> >>>    m_view.scene.addChild(mesh);
> >>>    Mirror.apply(mesh, "x");
>
> >>> The sphere mirrors wonderfully, but the 3DS just shows up as normal.
> >>> I've dumped a load of trace-ouputs in Mirror.as to see if it's doing
> >>> anything, and it does reach the obj.addFace call; all the verts seem
> >>> to be mirrored as expected... so I'm at a loss at to what's going on.
>
> >>> I'm running v3.4.0 of Away.
>
> >>> Any ideas?

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