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.

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