true, but that was just to see if you get same issues regarding desapearing 
faces.
you might be probably better off to export a <3.6 .as output and run it just to 
see.
use and simple cube to do this export, and replace the awd url of the cube.awd 
by your city and reuse your camera/bounds settings from your 3.6 project.

Fabrice

On Dec 8, 2010, at 11:28 AM, John Wilson wrote:

> Hi,
> 
> Thanks for the responses, I tried increasing the camera bounds but it
> did not help.
> 
> I have just tried the "\branches\bsp-dev\src\away3d" version, but it
> doesn't have the HitTest class and seems to be a 3.5 version (I am
> using 3.6 with Flash Player 10.1).
> 
> The setup code I am using is:
> 
> private function initAway3D():void
>               {
>                       var spWindow:Sprite = new Sprite();
>                       spWindow.graphics.beginFill(0xaaaaaa);
>                       spWindow.graphics.drawRect(0, 0, stage.stageWidth,
> stage.stageHeight);
>                       spWindow.height = stage.stageHeight;
>                       spWindow.scrollRect = new Rectangle(0, 0, 
> stage.stageWidth,
> stage.stageHeight);
>                       spWindow.width = stage.stageWidth;
>                       spWindow.x = 0;
>                       spWindow.y = 0;
>                       addChild(spWindow);
> 
>                       spWindow.addChild(view);
>                       view.x = stage.stageWidth * .5;
>                       view.y = spWindow.height * .5;
>                       view.clipping = new NearfieldClipping();
>                       view.clipping.rect(0, 0, stage.stageWidth, 
> stage.stageHeight);
> 
>                       view.camera = cam;
>                       cam.lens = new PerspectiveLens();
>                       cam.zoom = 5;
>                       cam.x = -2745;
>                       cam.y = -440;
>                       cam.z = -2578;
>                       //
>                       //
>                       cam.rotationX = -3;
>                       cam.rotationY = 22;
>                       cam.rotationZ = 0;
>                       //
>                       //cam.x = 1171;
>                       //cam.z = 3000;
>                       //cam.rotationY = 180;
>               }
> 
>               private function initBSP():void {
>                       bspTree = BSPTree(AWData.parse(new BSPFile(), { 
> customPath:"./
> walford_images/" } ));
>                       view.scene.addChild(bspTree);
>                       bspTree.usePVS = true;
>                       bspCollider = new BSPCollider(cam, bspTree);
>                       bspCollider.testMethod = BSPTree.TEST_METHOD_ELLIPSOID;
>                       bspCollider.flyMode = flightMode;
>                       bspCollider.maxClimbHeight = 50;
>                       bspCollider.maxIterations = 4;
>                       bspCollider.minBounds = new Vector3D(-80, -500 -80);
>                       bspCollider.maxBounds = new Vector3D(80, 50, 80);
>               }
> 
> Is there anything else I can tell you that might help?
> 
> Regards,
> 
> John Wilson
> 
> On Dec 8, 9:31 am, Fabrice3D <[email protected]> wrote:
>> Hi John,
>> Prefab code is a bit alienated from official away, its more or less a big 
>> mix of 2.5 up to 3.6 with many added Prefab only features.
>> as I need to cover most of the exiting features regarding imports and 
>> exports.
>> 
>> but when it comes to BSP, it should be 1/1 tho
>> 
>> the BSP preview uses simply these two lines to define the View3D
>> 
>> _view = new View3D({x:centerX, y:centerY, clipping: new 
>> NearfieldClipping()});
>> _view.camera.lens = new PerspectiveLens();
>> 
>> if you try the svn/branches/bsp away version, do you get the same issues?
>> 
>> Fabrice
>> 
>> On Dec 8, 2010, at 10:03 AM, John Wilson wrote:
>> 
>> 
>> 
>>> Hi Again,
>> 
>>> I have discovered another wierd thing.  When I view the BSP/PVS model
>>> in the preFab preview I cannot see through the walls,  but when I run
>>> it within my project I can. I have reset all the BSP constants, camera
>>> settings, etc in my project  to those in the .as file preFab exports,
>>> but still I can see through the walls.  However, it is only those
>>> walls that lie on the z axis and that I collide with when my camera's
>>> z position is decreasing.  In other words it is the walls I hit when
>>> the camera has a rotation between 90 and 270 degrees.  Just to be
>>> clear, I can't pass through the walls, I can just see through them.
>> 
>>> I can only think there is a difference between the Away3D Graphs or
>>> Physics code that preFab is using and the same libraries in the latest
>>> SVN.
>> 
>>> Any help would be greatly appreciated.
>> 
>>> Regards,
>> 
>>> John Wilson
>> 
>>> On Dec 7, 4:40 pm, John Wilson <[email protected]>
>>> wrote:
>>>> Hi,
>> 
>>>> This is an odd problem.  When I collide with a some walls I can see
>>>> through them, but I cannot walk through them.   It only happens with
>>>> walls that are aligned North to South that the camera approaches from
>>>> the East.  You can see it happening at:
>> 
>>>> http://john-wilson.110mb.com/walford.html
>> 
>>>> When the model loads, go forward a few steps, turn to your right and
>>>> take a few steps towards the railway bridge, then turn right again so
>>>> that you are facing a wall with a large advertising poster.  Walk into
>>>> the wall.  When you hit it you will be able to see though it.
>> 
>>>> Any advice would be most welcome.
>> 
>>>> Regards,
>> 
>>>> John Wilson- Hide quoted text -
>> 
>> - Show quoted text -

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