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

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