Nope, that didn't work, but thanks, I am investigating the
ZDepthfilter, but dunno its use yet, then after that I might go down
the trunk and start hacking vigorously :)

K


On Dec 5, 12:26 pm, richardolsson <[email protected]> wrote:
> You can also try using the properties pushfront and pushback to force
> an object into the foreground or background respectively. This works
> best for a single object which seems to be what you're after in this
> case anyway.
>
> Cheers
> /R
>
> On Dec 5, 8:46 pm, Keno <[email protected]> wrote:
>
>
>
>
>
>
>
> > Thanks
>
> > I have a plane and on top of that plane there's some cubes, each cube
> > is an objectcontainer3d with mouse events, upon creation, they seem to
> > be stuck at certain z level, what I want to do is bump up their Z
> > order while dragging, and then return them to their original Z order.
> > I've tried screenZOffset, but it seems not to do anything,(also, I
> > have no idea how to trace their starting Z Order yet) heres the meaty
> > parts of my code:
>
> > //this refers to a Custom Object that extends ObjectContainer3D
>
> >                         this.ownCanvas = true;
> >                         this.filters = [new GlowFilter(0x000000,1,5,5,4,1)];
> >                         this.useHandCursor = true;
> >                         this.mouseEnabled = true;
> >                         this.screenZOffset = -1000;
>
> > //_mesh is the plane underneath
>
> > private function _onMouseDown(ev : MouseEvent3D):void
> >                 {
> >                         this.screenZOffset = 1000;
> >                         _mesh.mouseEnabled = true;
> >                         _mesh.addEventListener(MouseEvent3D.MOUSE_MOVE, 
> > _onMouseMove);
> >                         this.mouseEnabled = true;
> >                 }
>
> > private function _onMouseMove(ev : MouseEvent3D) : void
> >                 {
> >                         this.alpha = 0.60;
> >                         drag3d.object3d = this;
> >                         drag3d.updateDrag();
> >                 }
>
> > private function _onMouseUp(ev : MouseEvent3D):void
> >                 {
> >                         this.screenZOffset = -1000;
> >                         this.alpha = 1;
> >                         _mesh.mouseEnabled = false;
> >                         _mesh.removeEventListener(MouseEvent3D.MOUSE_MOVE,
> > _onMouseMove);
> >                 }
>
> > K
>
> > On Dec 5, 4:31 am, richardolsson <[email protected]> wrote:
>
> > > I'm guessing you want to force some objects to be on top of others?
> > > Either use ownCanvas = true on those objects that you want to render
> > > in a separate sprite (which will be on top of others) or use the
> > > screenZOffset property as an offset in the sorting algorithm. I.e. if
> > > an objects Z position in screen space is 100, and you have a
> > > screenZOffset of 100, it will be sorted as if it was at z=200.
>
> > > Cheers
> > > /R
>
> > > On Dec 5, 6:01 am, Keno <[email protected]> wrote:
>
> > > > Hi:
>
> > > > I am trying to convert/rewrite an app I was developing in papervision
> > > > to away3d, and was wondering what was the equivalent of z-index, if
> > > > any ?
>
> > > > Thx

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