> > I know theres pushback but can you sort objects like in Papervison by > setting an index/sort order.How? >
you can define layers similar to papervision by creating sessions (SpriteRenderSession is the default) and setting the screenZ property to something, then assign objects in teh scene to use this particular render session by doing: myObject.ownSession = myRenderSession; this will force the contents of the object to render at the specified z-depth, with sorting being carried out in the usual way inside the layer. Also whats the away version of sorting by a triangles closest or furthest > vertex > do3d.meshSort = DisplayObject3D.MESH_SORT_CLOSE; //MESH_SORT_FAR this is what pushfront does on a mesh object (for closest vertex) or pushback (for furthest vertex) cheers Rob On Wed, May 19, 2010 at 9:54 AM, John Brookes <[email protected]> wrote: > I know theres pushback but can you sort objects like in Papervison by > setting an index/sort order.How? > > Also whats the away version of sorting by a triangles closest or furthest > vertex > do3d.meshSort = DisplayObject3D.MESH_SORT_CLOSE; //MESH_SORT_FAR > -- Rob Bateman Flash Development & Consultancy [email protected] www.infiniteturtles.co.uk www.away3d.com
