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

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