Frustum clipping also seems to be causing some problems here, but the
above still holds true. I found another post by Rob
http://groups.google.com/group/away3d-dev/browse_thread/thread/e8505311fc8d80c/61f856f4b421fd54?lnk=gst&q=frustum+clipping+sprite3d#61f856f4b421fd54
but his suggested workaround is no longer possible without removing
this line
if (!val)
throw new Error("objectCulling requires setting
to true for
FrustumClipping");
On Jul 31, 3:50 pm, Stephen Hopkins <[email protected]> wrote:
> Ok, Here is what i am doing and how I think you can reproduce the
> problem
>
> create object3dcontainer
> create sprite and set z to 50
> add sprite to object3dcontainer
> add object3dcontainer to view.scene
>
> Test the scene
> Sprite doesn't show up.
>
> Create another sprite3d, but add it to view.scene directly instead of
> in the container.
>
> Now the sprite shows up
>
> On Jul 30, 5:08 pm, Stephen Hopkins <[email protected]> wrote:
>
>
>
> > It seems something is wrong with setting the Sprite3D coordinates too.
> > My sprites do not show up in my Object3DContainer unless they are
> > positioned at (0, 0, 0)
>
> > On Jul 30, 4:10 pm, Stephen Hopkins <[email protected]> wrote:
>
> > > I was using sprite2d to display bitmapdata in 3.5. In 3.5.1, do we use
> > > MovieClipSprites?
>
> > > Also is there a way to get sprites to always be on top(showing) other
> > > than having another view3D that is on top? I have tried setting
> > > deltaZ(before 3.5.1) to make them right in front of the camera but
> > > this also affects the size of the sprite. I want them to scale based
> > > on distance but they need to alway be on top no matter what is in
> > > front of them. This would be really useful for displaying reticles/
> > > targeting sprites.
>
> > > Thanks