I think the problem is not really down to away3dlite... they did not
choose it to be different, it is in fact down to the way as3 flash10
deals with matrices and quaternions, which seems to ignore the way
away3D, papervision3D and sandy3D have been implemented and they
arbitary negated an axis. What might be interesting is that I believe
haxe3D uses flash10 bitmapDataFill etc... stuff so it has the speed
concept but uses its own implementation for the matrix stuff as
apparently its no slower, so maybe if away3dlite used Nicolas code
then it could be more compatible with away3d.... but lots of guesses
and assumptions of which I have not checked.
Anyway in regard to your problem I am new to away but did you try
scene.rotation = 180;
It may not fix everything and its a dirty fix but it certainly made it
easier for me, maybe I will find better solutions later. Every engine
seems to be slightly different you just have to rebuild slowly to
create the same scene using slightly different classes but often the
same theories so not really so bad.
Cheers
;j
On 19 Mar 2010, at 16:13, Novora wrote:
It would be really nice if someone could give a hand, especially since
I believe quite ALOT of people have done this already, and it would
only take around a few minutes of their time i assume.
Because unlike all of you guys, I'm quite a beginner at programming
and stuff, and therefore have ALOT less experience.
And this problem is getting me stuck. And I can't continue. At all.
Please, someone, give me a hand.
On Mar 19, 12:23 pm, Novora <[email protected]> wrote:
Oh man... ... ...
So there is no quick solution to it? No magical solution to revert
the
coordinates back to what it was in Away3D?
As much as I would love to spend time looking at the examples, sad to
say, time is something I do NOT have at this point in time... So I
would like to request the assistance of someone to explain about this
difference in Away3D and Away3DLite in terms of coordinates, and
perhaps how they solved it.
On Mar 19, 12:03 pm, katopz <[email protected]> wrote:
actually you have to start from plenty of examples to see how it
work ;p
btw, try camera.z = -1000 instead of camera.z=1000
hth
On 19/03/2010, Novora <[email protected]> wrote:
Well... to get to the point, I need to know a solution to
converting
the Away3D coordinates to Away3D Lite while keeping it in the same
spot.
I recently converted my game from Away3D to Away3DLite, with MANY
problems in the process, and this is one of the last of them
(hopefully).
Basically, my cameras were perfect in Away3D, but are all
screwing up
in Away3DLite, resulting in me mostly seeing blank screen instead
of
the objects due to wrong positioning.
But I heard something about the Away3DLite inversed view issue,
where
they use different coordinate systems. I tried looking around,
but I
can't seem to find a proper solution which will not involve me
having
to redo all my coordinates.
Is there something I can do to change the coordinate system back to
Away3D? Like, inverse the scene or something. Or a snippet of code
which can convert Away3D coordinates to Away3D Lite.
Please help! This problem just appeared, and I have only a few
hours
to my deadline! I'll be working to look for solutions on my end as
well...
To unsubscribe from this group, send email to
away3d-dev+unsubscribegooglegroups.com or reply to this email
with the words
"REMOVE ME" as the subject.
--
katopzhttp://www.sleepydesign.com
To unsubscribe from this group, send email to away3d-dev
+unsubscribegooglegroups.com or reply to this email with the words
"REMOVE ME" as the subject.
To unsubscribe from this group, send email to away3d-dev+unsubscribegooglegroups.com or
reply to this email with the words "REMOVE ME" as the subject.