This often occurs when: 1. The line is draw from outside of the view to a point that is in view. 2. A primitive / sprite / mesh etc is partly outside of the view or at a rotated angle far left/right of in the view 3. Is too close to the camera 4. Is too close to the camera and is partly outside of the view
Setting the clipping to NearField helps/corrects this problem but can be processor hungry. *view.clipping = new NearFieldClipping();* * * * * You will get z-sorting issues also, setting the clipping to InterSectingObjects helps/corrects this problem but is very processory hungry. To illustrate these issues I created this, full source code is available: http://www.allforthecode.co.uk/aftc/forum/user/modules/forum/article.php?index=4&subindex=2&aid=248 gl D On 30 November 2010 16:23, Ralph B <[email protected]> wrote: > Wondering if anyone else has noticed issues in 3.6 with LineSegments > not Z-sorting correctly against other primitives, or not rendering at > all? Or with FrustumClipping not working correctly with LineSegments? >
