Bummer.. here are the files seperately: http://groups.google.com/group/away3d-dev/web/GraphicsTester.as http://groups.google.com/group/away3d-dev/web/islanddesert.dae http://groups.google.com/group/away3d-dev/web/ISLANDdesert.jpg http://groups.google.com/group/away3d-dev/web/ISLANDdesertwater.jpg
On Jun 10, 1:17 pm, katopz <[email protected]> wrote: > and this why that file fail ;o > > http://groups.google.com/group/is-something-broken/browse_thread/thre... > > On 10 June 2010 23:37, katopz <[email protected]> wrote: > > > > > > > Hey Ken > > > google just throw > > >> The page you navigated to does not exist. > > > on me for that link for some reason, do you mind send that directly to my > > [email protected] plz? > > > thx > > > On 10 June 2010 22:22, kensuguro <[email protected]> wrote: > > >> Here's a quick test and the dae file I'm having trouble with. > > >>http://groups.google.com/group/away3d-dev/web/send.zip > > >> Very straight forward setup, a camera3d with ortho lens with a slight > >> tilt. > >> -Ken > > >> On Jun 9, 10:00 pm, katopz <[email protected]> wrote: > >> > Hey Ken > > >> > please provide some code with some primitive to produce this issue, i'll > >> > take a look > > >> > thx > > >> > On 10 June 2010 04:26, kensuguro <[email protected]> wrote: > > >> > > 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. > > >> > -- > >> > 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
