The board should always be rendered behind the pieces, so: board.ownCanvas = true; board.pushback = true;
that should fix the missing faces on the pieces. On May 3, 12:39 pm, manno <[email protected]> wrote: > Ah, there's an active forum :) > > Thanks for the tips > > What I've already done: > * Renderer set to basic, though sometimes faces (random to me) are not > rendered I suppose this will have to stay that way, at least while > scene is static. > * Scene only renders when stuff changes (cam or objects) > > What I'll try: > * Board as one plane. Though it won't be the largest possible > performance win :) Suppose with some bitmapdata stuff it shouldn't be > to hard. At max I need to hilight all the possible moves of the queen > on an empty board. But: does the number of segments needed for proper > texturing not negate the positive effect of one plane? To get the > straight lines of the squares, you can't go with, say, 2 segments. > Right? > * Look for Billboard replacements (Just found MovieClipSprite, could > that be an option too? Didn't understand the 'spherical' as mentioned > in the docs). Suppose the game could do with just one perspective in > camera's x-axis. > * seperate views. Pieces and board can be seperated, board is most > interactive, pieces toughest to render. However, having a seperate > view for a moving object as suggested, also changes the view with > static objects (the moving object is removed from it, right?). Does > rendering still benefit? > > What I'll definitely need a good read on: > * ownCanvas etc. as suggested > * bake textures (perhaps just delegate to modeler). Are there more > references than the two videos on Fabian's site. > * > > Delegate (phew ;) ) > * Downscale the models in polycount > > Screenshot is at:http://groups.google.com/group/away3d-dev/web/chessboard.jpg > > Thanks for all the input
