No sure what your trying to achieve, try using a plane and adjust your camera focus and zoom. or use a large sphere at camera location, so the camera is inside it and check camera movement settings.
D On 30 January 2011 10:46, squ <[email protected]> wrote: > ok, thanks > here is the demo: http://prologis.win.pl/OverlayTest.swf > > I created a class called Overlay and placed it in away3D/overlays > folder > > I place it on a standard away3D stage like this: overlay = new > Overlay(view, camera); > the original size of the document is 700x600px (this is important!) > > so, whatever you do for checking first make the window display: > 700x600 (700 in width) > > the away3D scene has a resize function: > > private function Resize(evt:Event = null):void { > view.x = this.stage.stageWidth / 2; > view.y = this.stage.stageHeight / 2; > > clipping.minX = -this.stage.stageWidth/2; > clipping.minY = -this.stage.stageHeight/2; > clipping.maxX = this.stage.stageWidth/2; > clipping.maxY = this.stage.stageHeight/2; > > var te = "stageWidth/stageHeight: " + this.stage.stageWidth + " / " + > this.stage.stageHeight; > _txt.text = te; > > EnterFrame(); > } > > the test swf you see when set at 700x600 make the square perspective > to the scene, but when you resize and actually CHANGE the view.x/ > view.y something happens to the overlay object > I checked everything: scale, size, x/y of everything - it is exactly > the same before and after resizing but the square changes its look > > here is the Overlay class: > > package away3d.overlays > { > import away3d.cameras.*; > import away3d.core.base.*; > import away3d.containers.View3D; > import away3d.cameras.Camera3D; > > > import flash.geom.*; > import flash.display.*; > import flash.events.*; > > > public class Overlay extends Sprite implements IOverlay > { > > > private var view:View3D = null; > private var camera:Camera3D = null; > > > public var object3D:Object3D; > private var scale:Number; > private var sourceProjection:Vector3D; > > public var overlayMatrix:Matrix3D = new Matrix3D(); > private var flipY:Matrix3D = new Matrix3D(); > private var viewMatrix:Matrix3D = new Matrix3D(); > > private var overlayContainer:Sprite; > private var testSprite:Sprite; > > > > public function Overlay(v:View3D, c:Camera3D, init:Object = > null) > { > view = v; > camera = c; > flipY.appendScale(1, -1, 1); > overlayContainer = new Sprite(); > this.visible = false; > createTestSprite(); > > } > > private function createTestSprite():void { > testSprite = new Sprite(); > testSprite.graphics.clear(); > testSprite.graphics.beginFill(0xFF0000, 1); > testSprite.graphics.lineStyle(3, 0x000000); > testSprite.graphics.drawRect(-150, -150, 300, 300); > testSprite.graphics.endFill(); > setNewSettings(); > } > > > private function setNewSettings():void { > object3D = new Object3D(); > object3D.x = 0; > object3D.y = 0; > object3D.z = 400; > > view.scene.addChild(object3D); > this.addChild(testSprite); > view.addOverlay(this); > } > > > public function update():void { > > sourceProjection = camera.screen(object3D, new > Vertex(object3D.x,object3D.y,object3D.z)); > > if(!sourceProjection || sourceProjection.z < 0){ > if(this.visible) this.visible = false; > return; > } > if(!this.visible) this.visible = true; > > scale = > camera.lens.getPerspective(sourceProjection.z); > > viewMatrix.identity(); > viewMatrix.rawData = camera.viewMatrix.rawData; > viewMatrix.prepend(flipY); > > overlayMatrix.identity(); > overlayMatrix.prepend(viewMatrix); > overlayMatrix.prepend(object3D.sceneTransform); > > scale = > camera.lens.getPerspective(sourceProjection.z); > overlayMatrix.appendScale(scale,scale,1); > > overlayMatrix.appendTranslation(sourceProjection.x, > sourceProjection.y, 0); > > this.transform.matrix3D = overlayMatrix; > > } > > > } > } > > I really need help with this, I just have no more ideas what can be > wrong > > >
