as above
the final Matrix3D used to compute triangles is in a lens class, for a
perspective lens it is:
_projectionMatrix.rawData =
Vector.<Number>([_camera.zoom*_camera.focus, 0, 0, 0, 0,
_camera.zoom*_camera.focus, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0]);
it is used in the project lens function and prepends an object
'sMatrix3D (object3D + camera)

what I need is a bit tricky thing:
I use object3D + camera Matrix and I have to make the perspective
transformation
all works fine if I prepend the above matrix3D with such projection
Matrix3D: _projectionMatrix.rawData =
Vector.<Number>([_camera.zoom*_camera.focus*20, 0, 0, 0, 0,
_camera.zoom*_camera.focus*20, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0]);
I am not sure why I have to multiply _camera.zoom*_camera.focus by 20
- but it works

however if I do the above I loose mouse events of an object I use the
transformation for, I discovered that I will not loose mose events if
I use built in flash PerspectiveProjection but PerspectiveProjection
works a bit different than away3D projection

using
projection.focalLength = camera.zoom*camera.focus;
this.transform.perspectiveProjection = projection;
works bad,
however after some playing I descovered that this almost works fine:
this.scaleX = 10;
this.scaleY = 10;
projection.focalLength = camera.zoom*camera.focus / 20 ;
this.transform.perspectiveProjection = projection;

but almost - the scale factor needs to be multiplied in some way

could somone help me?

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