The problem is not yet solved. If anybody had the same and got it
solved please share your experience!

On 10 июн, 15:57, Michael Iv <[email protected]> wrote:
> Well ,although i am sure that there is easier solution (still did not look
> for it) ,you can go into FrustrumClipping class and hack it. You should work
> with Frustrum planes against which the distance to the objects that need to
> be clipped  is measured. But it is quite strange that minX maxX don't work.
>
>
>
> On Thu, Jun 10, 2010 at 3:48 PM, Gleb Kobzar <[email protected]> wrote:
> > Hi Michael,
>
> > Thanks a lot for the reply. But I can't find properties minX and maxX
> > for view3D object. Guess you mean according clipping props. Setting
> > clipping properties even up to:
> > clipping.minX = -10000;
> > clipping.minY = -10000;
> > clipping.maxX = 10000;
> > clipping.maxY = 10000;
>
> > doesn't help - there is no effect at all. This is strange because
> > smaller values do clip the view.
>
> > On 10 июн, 15:26, Michael Iv <[email protected]> wrote:
> > > As far as I understand that , because Sprites have no meshes of triangles
> > > ,so there can be no clipping on triangles level(So only triangles that
> > > outside the frustrum are invisible). Therefore When your sprite passes
> > the
> > > clipping border it disappears completely . Try to push view.minX and maxX
> > .
> > > to broaden clipping area.
>
> > > On Thu, Jun 10, 2010 at 3:19 PM, Gleb Kobzar <[email protected]>
> > wrote:
> > > > Hello,
>
> > > > I have a problem with Sprite3D and FrustumClipping. When I use
> > > > Rectangular or Nearfield clipping Sprite3D objects are displayed
> > > > correctly. But FrustumClipping makes all Sprite3D objects disappear
> > > > near screen borders. I noticed they disappear when Sprite3D center/
> > > > pivot point moves out of view borders (moving over the surface with
> > > > arrows):
> > > >http://www.kollaps.com.ua/gb/SpriteFrustum/
>
> > > > Here are sources for Flash CS4:
> > > >http://www.kollaps.com.ua/gb/SpriteFrustum/SpritePlants.zip
>
> > > > And AS3 code related to Sprites, view, scene and camera setup:
>
> > > > function initEngine():void
> > > > {
> > > >        scene = new Scene3D();
>
> > > >        scamera = new SpringCam();
> > > >        ...
> > > >        clipping= new FrustumClipping({minZ:50, maxZ:2000});
>
> > > >        var basicrenderer:BasicRenderer = new BasicRenderer();
>
> > > >       view = new View3D();
> > > >       view.renderer=basicrenderer;
> > > >       //view.renderer=Renderer.INTERSECTING_OBJECTS;
> > > >       view.x = stage.stageWidth / 2;
> > > >       view.y = stage.stageHeight / 2;
>
> > > >        view.scene = scene;
> > > >        view.camera = scamera;
> > > >        view.clipping = clipping;
>
> > > >        addChild(view);
> > > > }
> > > > function initMaterials():void
> > > > {
>
> > > >        floorMaterial = new
> > TransformBitmapMaterial(Cast.bitmap(GrassOld), {
> > > > scaleX:0.05,    scaleY:0.05, repeat:true});
> > > >        treeMaterial = new BitmapMaterial(Cast.bitmap(OakTree));
> > > >        //treeMaterial = new BitmapMaterial(new OakTree(362,263*2));
> > > > }
> > > > function initObjects():void
> > > > {
>
> > > >        floor=new Plane();
>
> > > >        floor.height=PLANE_LENGTH;
> > > >        floor.width=PLANE_LENGTH;
> > > >        floor.segmentsH=PLANE_SEGMENTS;
> > > >        floor.segmentsW=PLANE_SEGMENTS;
> > > >        floor.material=floorMaterial;
>
> > > >        view.scene.addChild(floor);
>
> > > >        Trees=new Array();
> > > >        var sprite:Sprite3D;
> > > >        var spriteMesh:Mesh;
>
> > > >        for (var i:int = 0; i <100; i++) {
> > > >                spriteMesh=new Mesh();
> > > >                sprite = new Sprite3D(null,362,526);
>
> > > >                spriteMesh.x=PLANE_LENGTH*Math.random()-PLANE_LENGTH/2;
> > > >                spriteMesh.z=PLANE_LENGTH*Math.random()-PLANE_LENGTH/2;
> > > >                spriteMesh.y=0;
> > > >                sprite.material=treeMaterial;
>
> > > >                sprite.scaling=2.0+2.0*Math.random();
>
> > > >                spriteMesh.addSprite(sprite);
> > > >                view.scene.addChild(spriteMesh);
> > > >        }
>
> > > > }
>
> > > > You may notice that I create a Mesh object for each sprite, because I
> > > > would need to add interactivity and zDepth actions. By the way without
> > > > this all sprites disappear under Frustum Clipping.
>
> > > > May be I'm doing something wrong?
>
> > > > Thanks beforehand for advice
>
> > > --
> > > Michael Ivanov ,Programmer
> > > Neurotech Solutions Ltd.
> > > Flex|Air
> > |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://
> >www.meetup.com/GO3D-Games-Opensource-3D/
> > > Tel:054-4962254
> > > [email protected]
> > > [email protected]
>
> --
> Michael Ivanov ,Programmer
> Neurotech Solutions Ltd.
> Flex|Air 
> |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://www.meetup.com/GO3D-Games-Opensource-3D/
> Tel:054-4962254
> [email protected]
> [email protected]

Reply via email to