If this is not a bug in Away3D, does anyone have any suggestions as to how I could fix this?
I liked how the lines were not uniform before. It made it look even more cartoonish - like someone actually drew it. I guess everyone isn't going for that effect though. Again, it would be nice if there was an option to use the old sorting method. On Aug 4, 7:54 am, abowman <[email protected]> wrote: > I've created a test class that demonstrates the sorting issue I'm > having. > > http://abowman.nozonenet.com/away3d/outlineTest/OutlineTest.ashttp://abowman.nozonenet.com/away3d/outlineTest/head.dae > > Here is the way I would like it to look. This was created with the > code before > thisupdate.http://abowman.nozonenet.com/away3d/outlineTest/outlineTest_older.swf > > Here is the swf created with code from > thisupdate.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 theupdate. 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 youupdateyour 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 > > > > > > > >updatethat broke it. > > > > > > > > > On Jul 29, 7:18 am, Rob Bateman <[email protected]> wrote: > > > > > > > > > Hey Guys > > > > > > > > > > I've just made anupdateto 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]
