Just needs to be done once

On Apr 6, 2:41 pm, Vic <[email protected]> wrote:
> Does view.renderer = Renderer.CORRECT_Z_ORDER;
> need to init once or does it have to be in the onenterframe loop??
>
> Vic
>
> On Apr 6, 10:22 am, savagelook <[email protected]> wrote:
>
>
>
> > You can always change your view renderer to use CORRECT_Z_ORDER or
> > INTERSECTING_OBJECTS to minimize the pushback/front work, but beware
> > of the performance hit you will inevitably take.
>
> > On Apr 6, 10:08 am, Vic <[email protected]> wrote:
>
> > > Hi Fabrice -
>
> > > Thanks for your response. As it turns out, I was initializing a
> > > video material in one of the else if's in the loop. That, for some
> > > reason
> > > was screwing things up. When I took that out and init the video after
> > > the loop was done, the problem stopped. So it's a subtle problem.
>
> > >http://www.vicware.com/flyover/FlyOver03.html
>
> > > What I'm discovering is that my expectations of what I can do with
> > > away3d might be too high. Using container.pushback or pushfront
> > > starts getting very confusing when you have a bunch of seperate
> > > objects close together - you set one thing properly in front then
> > > that messes up another object. It's probably a matter of building
> > > experience with the software by trial-by-error. Also, I think models
> > > are best as combined as possible pre-away3d, instead of trying to
> > > assemble lots of small pieces within away3d. I'll keep at it.
>
> > > Thanks -
> > > Vic
>
> > > On Apr 6, 3:43 am, Fabrice3D <[email protected]> wrote:
>
> > > > well, say one of the children is an ObjectContainer3D, if you do not 
> > > > addChild() it, you also do not addChild its children
> > > > children are Object3D, this means they can be of type Mesh or 
> > > > ObjectContainer3D. All depends how you have structured the original 
> > > > file.
>
> > > > if they all are of type Mesh and you keep missing the last one, 
> > > > somehow, I would think your loop is missing one iteration.
> > > > also keep in mind that being addChilded doesn't mean being in viewport.
> > > > you can ask your camera to look at the missing one, trace its 
> > > > position...
>
> > > > Fabrice
>
> > > > On Apr 6, 2010, at 5:02 AM, Vic wrote:
>
> > > > > I've been struggling with this for 12 hours and at wits end.
> > > > > I just want to know if this rings any bells - maybe this is a bug:
>
> > > > > I load my 3ds and while it loads I get 6 models, one
> > > > > of them is - (this is what the trace says):
>
> > > > > + Build Mesh : MonStand01
>
> > > > > Then I go through the loop (derived from frustum room demo):
>
> > > > > for each (var child:Object3D in model.children)  { ...
>
> > > > > and it goes through the objects to place them, etc..
>
> > > > > MonStand01, which clearly appears on the stage in the swf
> > > > > DOES NOT get found in this loop!
>
> > > > > Then, as an experiment, I removed that model from my 3ds scene
> > > > > and run the swf and, holy smoke, now there's another model missing,
> > > > > even though the + Build Mesh : XXX traces and the model appears
> > > > > on the stage. If I remove another 3ds object I loose another object
> > > > > that's supposed to be there
>
> > > > > It's as if this loop is yielding model.children one less object than
> > > > > is on the list of objects that the loader recognizes.
>
> > > > > Can anyone tell me what's going on here?
>
> > > > > Thanks (exhausted) -
> > > > > Vic
>
> > > > > --
> > > > > To unsubscribe, reply using "remove me" as the subject.

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