I've created a test class that demonstrates the sorting issue I'm
having.

http://abowman.nozonenet.com/away3d/outlineTest/OutlineTest.as
http://abowman.nozonenet.com/away3d/outlineTest/head.dae

Here is the way I would like it to look.  This was created with the
code before this update.
http://abowman.nozonenet.com/away3d/outlineTest/outlineTest_older.swf

Here is the swf created with code from this update.
http://abowman.nozonenet.com/away3d/outlineTest/outlineTest_newer.swf

If this is not a bug, it would be nice if there was an option to use
the old sorting method.

Thanks,
Adam


On Aug 2, 5:21 am, Rob Bateman <[email protected]> wrote:
> > 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
>
> > > rob.bate...@gmail.comwww.infiniteturtles.co.ukwww.away3d.com-hide
> > quoted text -
>
> > > - Show quoted text -
>
> --
> Rob Bateman
> Flash Development & Consultancy
>
> [email protected]

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