> Was there a problem with the way the previous version was outlining
> meshes?
>

yes, there was an issue with irregulary sorted outlines that would cause a
variable outline width when the line segments were being rendered both in
front and behind of the triangles. in this version, the outline always
appears behind the triangles which gives you a more predictable look,
especially when you have thickness of the outline set to a high value.

Rob

On Mon, Aug 2, 2010 at 4:33 AM, abowman <[email protected]> wrote:

> I'm no longer getting that error message.  Thanks for fixing that.
> There probably is an issue with my models.  I'm a fairly new user to
> Blender.
>
> The sorting issue does seem to occur with the meshes that are
> outlined.
>
> Was there a problem with the way the previous version was outlining
> meshes?
>
>
>
> On Aug 1, 8:34 pm, Rob Bateman <[email protected]> wrote:
> > Hey abowman
> >
> > this could be because you are loading a model that has some null uv
> > coordinate values in its faces? I've uploaded a patch to the svn that
> should
> > address these errors - let me know if it fixes the problem
> >
> > the sorting differences you are seeing should only be present on the
> objects
> > that are using the outline material - is that the case? This is necessary
> > for outlines to be consistently sorted so that they never overlap faces -
> > something requried for a uniform look to the outline material
> >
> > Rob
> >
> >
> >
> >
> >
> > On Sat, Jul 31, 2010 at 5:44 PM, abowman <[email protected]> wrote:
> > > I'm also occasionally seeing this error which I do not see before.
> >
> > > TypeError: Error #1010: A term is undefined and has no properties.
> > >        at away3d.core.utils::ViewSourceObject/getUVT()[C:\dev\away3d
> > > \fp10\Away3D\src\away3d\core\utils\ViewSourceObject.as:201]
> > >        at away3d.core.utils::HitManager/checkPrimitive()[C:\dev\away3d
> > > \fp10\Away3D\src\away3d\core\utils\HitManager.as:107]
> > >        at away3d.core.utils::HitManager/checkSession()[C:\dev\away3d
> > > \fp10\Away3D\src\away3d\core\utils\HitManager.as:65]
> > >        at away3d.core.utils::HitManager/checkSession()[C:\dev\away3d
> > > \fp10\Away3D\src\away3d\core\utils\HitManager.as:68]
> > >        at away3d.core.utils::HitManager/checkSession()[C:\dev\away3d
> > > \fp10\Away3D\src\away3d\core\utils\HitManager.as:68]
> > >        at
> away3d.core.utils::HitManager/findHit()[C:\dev\away3d\fp10\Away3D
> > > \src\away3d\core\utils\HitManager.as:259]
> > >        at away3d.containers::View3D/fireMouseEvent()[C:\dev\away3d
> > > \fp10\Away3D\src\away3d\containers\View3D.as:583]
> > >        at away3d.containers::View3D/fireMouseMoveEvent()[C:\dev\away3d
> > > \fp10\Away3D\src\away3d\containers\View3D.as:840]
> > >        at
> away3d.containers::View3D/render()[C:\dev\away3d\fp10\Away3D\src
> > > \away3d\containers\View3D.as:808]
> >
> > > On Jul 31, 11:40 am, abowman <[email protected]> wrote:
> > > > The outlining is working now.  Thanks.
> >
> > > > It looks like I'm having a z-sorting issue now that I wasn't having
> > > > before the update.  I've made an animal that has separate meshes for
> > > > head, nose, eyes.  Before I could see the eyes and nose perfectly.
> Now
> > > > I can barely see them.
> >
> > > > If I can find some time,  I'll put together an example that
> > > > demonstrates the problem.
> >
> > > > On Jul 30, 11:50 am, Rob Bateman <[email protected]> wrote:
> >
> > > > > Hey abowman
> >
> > > > > yes, you're right - there was a problem with outlines in the
> update.
> > > problem
> > > > > has been patched - should work now if you update your svn
> >
> > > > > cheers
> >
> > > > > Rob
> >
> > > > > On Fri, Jul 30, 2010 at 12:49 PM, abowman <[email protected]>
> wrote:
> > > > > > I just updated and outlining meshes is no longer working for me.
> >
> > > > > > I haven't updated in a few months.  So I'm not sure if it was
> this
> > > > > > update that broke it.
> >
> > > > > > On Jul 29, 7:18 am, Rob Bateman <[email protected]> wrote:
> > > > > > > Hey Guys
> >
> > > > > > > I've just made an update to the fp10 main engine that is the
> first
> > > in a
> > > > > > > series of optimising updates. This one is a little boring in
> terms
> > > of
> > > > > > what
> > > > > > > it does, but i'll just go over the basics of whats changed
> >
> > > > > > > drawprimitives replaced by data arrays in all areas of engine
> > > > > > > all sprites now inherit form sprite3d and require the method
> > > addSprite to
> > > > > > be
> > > > > > > used on scene objects
> > > > > > > iprimitiveprovider and iprimitiveconsumer deleted. Renderer is
> now
> > > the
> > > > > > root
> > > > > > > class for what was iprimitiveconsumer, and iprimitiveprovider
> is
> > > now a
> > > > > > > single projection class primitiveprojector
> > > > > > > all projectors merged into primitiveprojector
> > > > > > > session classes renamed and moved to their own package
> > > > > > away3d.core.session
> >
> > > > > > > the first change has caused the most code updates, but from the
> > > outside
> > > > > > this
> > > > > > > should not affect any application of the engine. the others
> updates
> > > could
> > > > > > > have minor effects that require a method rename or import
> rehash,
> > > but
> > > > > > other
> > > > > > > than that, no functionality should be affected. let me know if
> this
> > > is
> > > > > > > otherwise for you!
> >
> > > > > > > cheers
> >
> > > > > > > Rob
> >
> > > > > > > --
> > > > > > > Rob Bateman
> > > > > > > Flash Development & Consultancy
> >
> > > > > > > [email protected]
> >
> > > > > --
> > > > > Rob Bateman
> > > > > Flash Development & Consultancy
> >
> > > > > [email protected]
> >
> > --
> > Rob Bateman
> > Flash Development & Consultancy
> >
> > [email protected] Hide
> quoted text -
> >
> > - Show quoted text -




-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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