In away3dair you've got directory called "<3.5.3/" I cannot
On Sep 14, 4:47 pm, Rob Bateman <[email protected]> wrote: > Hey guys > > today an update has been made to the main fp10 trunk that incorporates a few > major refactors. The impact of these on code compatibility should be > minimal, but there are a few necessary changes that have had to be made as > we move forward. > > First of all, we have (finally) replaced all MatrixAway3D references with > fp10's native Matrix3D class. This has allowed us to switch to faster > projection techniques for vertices, which should for the majority of Away3D > apps be seen as a slight speed increase. There have also been some other > optimising measures brought in from Lite, such as radix sorting of faces, > etc > > In the interest of improved memory handling, there have also been a huge > amount of updates carried out to improve memory consumption, and provide a > more stable memory base. This is not yet perfected, but the majority of > applications should see improvements here as well > > Following on from memory optimisations, both screenvertex and number3d now > inherit from vector3d. These changes mean a slight alteration will be > required for any apps that use these classes. Primarily, the differences lie > in the way these objects are added, subtracted etc. Where previously you > would add two number3d objects by doing: > > new number3DResult:Number3D - new Number3D(); > number3DResult.add(number3D1, number3D2); > > you will now need to do: > > new number3DResult:Number3D = number3D1.add(number3D2); > > The old player 9 memory problems of generating extra number3d instances are > no longer an issue in 10.1, and the above way of working is generally > considered a standard when dealing with 3D vectors, hence the change. The > same thing follows for the native Matrix3D class - where before you would > transform a number3d with the following: > > new number3DResult:Number3D - new Number3D(); > number3DResult.transform(oldNumber3D, transformMatrix); > > you can now do the same using native objects: > > new vector3DResult:Vector3D = transformMatrix.transformVector(oldVector3D); > > aside from these slight syntactic changes, the engine should operate as > normal. If anyone experiences any bugs, please report them in this thread! > > Enjoy the new release! > > Rob > > -- > Rob Bateman > Flash Development & Consultancy > > [email protected]
