btw, this is in away3dlite.

Rotation on the ortho lens doesn't effect the _uvtData at all.  The t
is always 1.  Can anyone confirm that this is the way ortho cams work
in general, or is it a missing feature or something?  When I manually
set the t value to something else, at least I can affect the depth
sorting...

it's basically this line in Mesh class:
Utils3D.projectVectors(_viewMatrix3D, vertices, _screenVertices,
_uvtData);

And whatever the resulting _viewMatrix3D is when using ortho lens,
will not give proper values for t.
-Ken

On Jun 9, 2:19 pm, kensuguro <[email protected]> wrote:
> thanks for the reply,
> just doubled checked distance, but it doesn't seem to have any effect
> in this case.
>
> On Jun 9, 1:43 pm, Bob Warfield <[email protected]> wrote:
>
>
>
> > Kensuguro, take care how close your camera is to the objects.  I discovered
> > a lot of weird artifacts if my camera is too close.  In particular if
> > objects visible in the foreground can get significantly behind the camera,
> > bad things happen.  This is apparently a known problem.
>
> > If your application allows it, try moving the camera further away while
> > increasing the zoom to keep the same relative proportions.  It may help.  It
> > did wonders for me.
>
> > Cheers,
>
> > BW
>
> > On Wed, Jun 9, 2010 at 9:04 AM, kensuguro <[email protected]> wrote:
> > > I'm not familiar with the mathematical implications of an orthogonal
> > > lens, but can it not be rotated?  It seems like when I rotate it, the
> > > z-order sorting gets all messed up.
>
> > >http://groups.google.com/group/away3d-dev/web/Picture%20307.png
>
> > > see how the water behind the rocks is in front of it.

Reply via email to