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
>

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