Your best bet is to SVN to that date and just use that code... the
line behaviour you were experiencing previously seems coincidental
rather than intentional, though in your case it certainly looks
cooler.

On Aug 6, 11:14 am, abowman <[email protected]> wrote:
> anyone?
>
> On Aug 5, 9:21 am, abowman <[email protected]> wrote:
>
>
>
> > 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://...
>
> > > 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:
> > > > > > Heyabowman
>
> > > > > > 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:
>
> > > > > > > > > Heyabowman
>
> > > > > > > > > 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]

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