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.
