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?
>
>

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