Thanks Darcy. Your example is excellent. However I think there are weird things happening that are particular to bare LineSegments as opposed to segments on the borders of triangle-based shapes. I will try to make a simple test case and post it in the issues list.
Ralph BTW Your recent example & code posts are fantastic and very much appreciated! On Nov 30, 12:06 pm, Darcey Lloyd <[email protected]> wrote: > 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.... > > 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? > >
