They are all planes, who's segments W and H are being calculated
dynamically (not with respect to camera angle.  this shouldn't be the
problem).  How do I implement Frustum Culling?  (derp derp, sorry if
this is obvious).  I have not tried INTERSECTING_SURFACES or whatever
it's called yet, but I can.  I use CORRECT_Z_SORT because, in
something you can't see (it's turned off), the default renderer kept
mixing up the triangles on two parallel planes that were 32 units
apart from eachother on their cross section axis (think a backdrop
shape and a content frame floating above it, both parallel).
CORRECT_Z_SORT fixed this far better than any combination of
ownCanvas, etc.  At least from what I was able to find.

Is there a way I can reliably test in FP10 with only Eclipse 3.4 and
Flash CS3?

Thank you for the response.
-Pete

On Mar 23, 12:58 pm, Peter Kapelyan <[email protected]> wrote:
> Ouch. That has to be one of the most horrid hangups I have seen.
>
> Can you try the following (if possible).
>
> 1. Try with Frustum Culling
>
> 2. See if same happens without CORRECT_Z_SORT
>
> 3. Try the F10 version
>
> Also not sure why you need ot use correctzsort, can you explain why? Also
> what kind of shapes/primitives are those?
>
> -Pete
>
>
>
>
>
> On Tue, Mar 23, 2010 at 3:37 PM, buganamo <[email protected]> wrote:
> > My problem can be seen here:
> >http://www.aplus-interactive.com/testing/
>
> > Flash Player keeps hanging when any shapes in a scene I'm working on
> > is viewed from an extreme (and sometimes not so extreme) camera
> > angle.  Sometimes, it manages to make it out of the depth sorting loop
> > (the I'm using the CORRECT_Z_ORDER renderer), and just stalls for
> > several seconds and maybe can get out.  Most of the time I see this:
> >http://aplus-interactive.com/testing/error.html
>
> > What am I doing wrong?  All of the shapes are using BitmapMaterial.
> > Could the size of the bitmaps have something to do with the problem?
>
> > Thanks in advance,
> > -Pete
>
> > To unsubscribe from this group, send email to away3d-dev+
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>
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>
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>
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