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?
