Seem like we need shared material in this case... so i just did add this "shared material " feature to http://away3d.googlecode.com/svn/branches/lite/libs/ it's apply automatically if assign more than one mesh with same material and if it not produce other issue, it'll be apply to trunk later for haxe version, you need to ask someone else, sry
any comment/issue report/more features request is welcome ;) hth On 19 April 2010 14:19, <[email protected]> wrote: > I don't think you can create new instances when declaring you private > vars... > > Sent from my Verizon Wireless BlackBerry > > -----Original Message----- > From: ceesam <[email protected]> > Date: Sun, 18 Apr 2010 23:12:08 > To: Away3D.dev<[email protected]> > Subject: [away3d] Re: Away3Dlite(haxe) layers problem with bitmap and color > material > > package { > import away3dlite.cameras.HoverCamera3D; > import away3dlite.containers.Scene3D; > import away3dlite.containers.View3D; > import away3dlite.core.render.BasicRenderer; > import away3dlite.core.render.FastRenderer; > import away3dlite.materials.BitmapFileMaterial; > import away3dlite.materials.ColorMaterial; > import away3dlite.materials.WireColorMaterial; > import away3dlite.primitives.Sphere; > > import flash.display.Sprite; > import flash.events.Event; > > public class test extends Sprite > { > > private var camera:HoverCamera3D = new HoverCamera3D(); > private var scene:Scene3D = new Scene3D() > private var view:View3D = new View3D(); > > public function test() > { > camera.panAngle = 45; > camera.tiltAngle = 20; > camera.distance = 600; > > view.camera = camera; > view.scene = scene; > view.renderer = new BasicRenderer(); > > view.x = 100; > view.y = 100; > > addChild(view); > > var mat:BitmapFileMaterial = new > BitmapFileMaterial("test.png"); > > var sphere = new Sphere(mat, 50); > sphere.layer = new Sprite(); > view.addChild(sphere.layer); > view.scene.addChild(sphere); > > var sphere = new Sphere(mat, 20); > sphere.layer = new Sprite(); > view.addChild(sphere.layer); > view.scene.addChild(sphere); > > addEventListener(Event.ENTER_FRAME, loop); > } > > private function loop(e:Event) > { > camera.hover(); > view.render(); > } > } > } > > On Apr 19, 4:23 am, katopz <[email protected]> wrote: > > even branches still fail? plz provide some code that i can copy/paste to > > reproduce this issue plz, i'll see what cause that happen > > > > thx for your time > > > > On 19 April 2010 03:24, ceesam <[email protected]> wrote: > > > > > > > > > Flash version apparently has the same issue. So it is not just haxe > > > port.. > > > > > On Apr 18, 9:37 am, katopz <[email protected]> wrote: > > > > did you try not haxe version? > > > > if yes plz do tryhttp:// > away3d.googlecode.com/svn/branches/lite/libs/ > > > > some issue already fix there for layer and renderer > > > > and do tell me if you still get problem with besicrenderer > > > > and yeah it's not haxe, i just try to separate problem here > > > > thx for report > > > > > > cheers > > > > > > On 18 April 2010 13:21, ceesam <[email protected]> wrote: > > > > > > > Ok here are some images about the problem: > > > > >http://www.ceesam.net/temp/away3dlite-haxe-layer-problem.png > > > > > > > On Apr 18, 8:11 am, ceesam <[email protected]> wrote: > > > > > > other way around, works with fastrenderer, but not with > > > basicrenderer, > > > > > > i'll provide few images soon. > > > > > > > > On Apr 18, 5:40 am, katopz <[email protected]> wrote: > > > > > > > > > you mean it's fine with BasicRendeer and got prob with > FastRenderer > > > > > right? > > > > > > > if that, it's normal behavior for FastRenderer then > > > > > > > > > cheers > > > > > > > > > On 18 April 2010 04:53, ceesam <[email protected]> wrote: > > > > > > > > > > with simplerenderer it is working correctly, i'll start > figuring > > > the > > > > > > > > differences from there. > > > > > > > > > > On Apr 17, 10:45 pm, ceesam <[email protected]> wrote: > > > > > > > > > Hello, > > > > > > > > > > > There seems to be a problem regarding the usage of layer > > > property > > > > > of > > > > > > > > > mesh/object3d/objectcontainer3d when using same material > for > > > > > different > > > > > > > > > meshes. using separate sprites as layers works fine if > there is > > > no > > > > > > > > > material applied to meshes, but drawing to different layers > > > will > > > > > break > > > > > > > > > between meshes sharing the same bitmap or color material. > if > > > the > > > > > > > > > different meshes have different materials applied to them, > > > > > everything > > > > > > > > > works fine. The problem is that i have tens of meshes which > i > > > want > > > > > to > > > > > > > > > draw on different layers, and i don't want to have that > many > > > > > different > > > > > > > > > texture files. How should i proceed in fixing this, i can > start > > > > > > > > > figuring out the renderer's source, but it just wanted to > know > > > if > > > > > > > > > someone already familiar knows exactly where the problem > is. > > > > > > > > > > > This is easily reproducible by using the exLayer example by > > > > > applying > > > > > > > > > same bitmapmaterial to some of the planes or spheres and > > > rotating > > > > > > > > > camera instead of the scene. > > > > > > > > > > > Thanks, > > > > > > > > > ceesam > > > > > > > > > > > -- > > > > > > > > > Subscription settings: > > > > > > > >http://groups.google.com/group/away3d-dev/subscribe?hl=en > > > > > > > > > -- > > > > > > > Regards > > > > > > > ----------------------------------------------------------- > > > > > > > katopz,http://sleepydesign.com > > > > > > > Away3D and JigLibFlash Developer Team > > > > > > -- > > > > Regards > > > > ----------------------------------------------------------- > > > > katopz,http://sleepydesign.com > > > > Away3D and JigLibFlash Developer Team > > > > -- > > Regards > > ----------------------------------------------------------- > > katopz,http://sleepydesign.com > > Away3D and JigLibFlash Developer Team > -- Regards ----------------------------------------------------------- katopz, http://sleepydesign.com Away3D and JigLibFlash Developer Team
