Sounds like a bug (that should be placed on the issue list). Is there any
way you can try a plane + bitmap material instead? This problem should
happen in that case.

-Peter

On Thu, Apr 1, 2010 at 10:33 AM, Vic <[email protected]> wrote:

> I've been looking for over six months for a solution to producing a
> cs4 project - basically a flyover of an IT system. PP3D was no
> good because I wanted to work in CS4/F10. It was a great relief
> to find away3d, and particularly the Frustum Room Demo.
>
> I quickly converted the room demo into the start of my project. It's
> all working pretty well, and cleanly. I have a couple computer models
> with some TextField3D text next to each one. I just
> "scene.addchild"'ed
> and the text works great as you hover over and around the scene.
>
> EXCEPT, when the text is near the edges of the swf, it breaks up (you
> loose
> a bunch of the faces). It can be left,right,top or bottom, it does the
> same thing
> as the text gets close to the edge of the swf raster.
>
> You can see a good side-by-side comparison at this link:
> http://www.vicware.com/flyover/TextField3D_Problem.jpg
>
> And you can see the actual swf at:
> http://www.vicware.com/flyover/FlyOver03.html
>
>
> If I change the culling to RectangleClipping then the problem stops,
> BUT the
> lower floor, which is just a textured plane starts loosing faces. The
> computers models
> which come from a 3ds, do NOT exhibit this when they get near the edge
> of the swf.
> Just the text. I basically derived the TextField3D from the basic_text
> example file
> that came with the svn.
>
> If I can just solve this one problem I'll be in good shape. I would
> prefer to use
> AS3 to create these text call-outs rather than making 3ds's for them
> to
> save a lot of download time for the swf. So I'm hoping someone knows
> the
> answer to this. I would like to stick with the FrustumClipping if I
> can.
>
> Any direction you could point me in would be helpful. I've found a few
> "frustum culling problem" things on the web, but no solution yet.
>
> Thanks so much for your time.
>
> Vic
>
>
> --
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