In lite version view.render() use CPU all the time, even when the camera and primitives don't move. I was trying to do that way you wrote stage.addEventListener(MouseEvent.MOUSE_MOVE ... but when you hover the HoverCamera3D it has some inertic, so I'm trying to call view.render(), until camera won't stop. In Away3D version it works automatically - when nothing moves usage of CPU=0%, in Lite always use (in my swf) CPU=20-25%
On 10 авг, 00:19, mikerz <[email protected]> wrote: > what are you trying to do? > > Why not instead of stage.addEventListener(Event.ENTER_FRAME, use > stage.addEventListener(MouseEvent.MOUSE_MOVE ? > > hover() is updating the camera, not checking for something... > > On Aug 9, 2:22 pm, metSyS <[email protected]> wrote: > > > > > I can't understand? when the hover() returns false? I need something > > like this: > > > private function onEnterFrame(e:Event):void > > { > > camPan=-((mouseX-(stage.stageWidth/2))*0.07)+1; > > camTitl=-((mouseY-(stage.stageHeight/2))*0.01); > > > if (cam.hover()==true) > > { > > cam.panAngle=camPan; > > cam.tiltAngle=camTitl; > > cam.hover() > > > view.render(); > > > } > > } > > > but cam.hover() is always return true? event when the mouse doesn't > > move.
