Cheers for your reply Pete, sounds good, I put pv3D away a long time ago for Away3D, I've always found Away to be more productive.
I Have been tinkering with it a bit here too (3 test applications later), FrustumClipping fixes it too. Luckily I wont be doing that kind of animation, but I will be moving into the cube through a hole in the wall, (door) and then out again (window) So now I am trying to create some custom primitives for the wall door shape, and the window wall shape. Also maybe a shape for the rest of the room to prevent line gaps on the seems of the room. 1. Whether to extend Mesh or AbstractPrimitive 2. How to successfully create a bunch of UVs for the shape that I want 3. How to successfully create a bunch of Vertexes that represents what I want 4. Add the faces or maybe get blender to output something I can translate to code. The fun continues. D On 11 August 2010 15:33, Peter Kapelyan <[email protected]> wrote: > No bug, it looks about right (the way it's supposed to render). > > It's sorting the triangles according to their screen Z depth, so of course > there might be some that overlap others. > > Luckily by default Away3D can sort the triangles between other objects > (unlike pv3d default?). This works great for some scenes, however with your > scene it's obvious that wasn't your intention, and it doesn't look pretty > > There's a few ways you can stop this default behavior from happening. Off > the top of my head, if you apply .ownCanvas=true to all the sides of your > box, it won't inter-sort the triangles (default pv3d behavior?). > > Other ways around it is to use other rendering modes like > INTERSECTING_OBJECTS. > > There's a few other things you can do/try to take off that default > inter-triangle sorting behavior, but to answer your question, it's not a > bug! Luckily, it's a plus that away3d can sort this way at all (and by > default) :) > > -Pete > > > On Wed, Aug 11, 2010 at 10:06 AM, Darcey Lloyd <[email protected]>wrote: > >> Hi Guys, >> >> I think this is a bug? >> >> Example 1 of bug: >> http://www.allforthecode.co.uk/development/away3d/bug/example1/Room01.html >> >> Example 2 of bug: >> http://www.allforthecode.co.uk/development/away3d/bug/example2/Room01.html >> >> Example 3 of bug: >> http://www.allforthecode.co.uk/development/away3d/bug/example3/Room01.html >> >> Full source available at: >> http://www.allforthecode.co.uk/development/away3d/bug/ >> >> >> >> To the point: >> I was creating a cube out of planes, when I was debugging the planes >> position this keeps happening. >> >> // all other planes code above last plane code start... >> backPlane = customPlane(cubeSize,cubeSize); >> backPlane.x = 0; >> backPlane.y = cubeSize/2; >> backPlane.z = -cubeSize; >> backPlane.rotationX = 90; >> backPlane.rotationY = 0; >> backPlane.rotationZ = 0; >> backPlane.name = "backPlane"; >> new DebugItem3DPosition(stage,backPlane); >> view.scene.addChild(backPlane); >> // SHOW BUG >> animate(); >> } >> // >> ------------------------------------------------------------------------------------------------ >> // >> ------------------------------------------------------------------------------------------------ >> private function animate():void >> { >> TweenLite.to(backPlane,4,{z:(cubeSize+cubeSize/2),onComplete:goBack}); >> } >> /// >> ------------------------------------------------------------------------------------------------ >> // >> ------------------------------------------------------------------------------------------------ >> private function goBack():void >> { >> TweenLite.to(backPlane,4,{z:400,onComplete:animate}); >> } >> // >> ------------------------------------------------------------------------------------------------ >> >> >> Darcey >> > > > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM >
