Thanks Fabrice. I'm not using ownCanvas in this one. I change materials back to BitmapMaterials and problem vent away, but now there is no cool fog effect so I want DepthBitmapMaterial back. As far as I have understand DepthBitmapMaterial is really CompositeMaterial with DepthShader and BitmapMaterial so whatever is causing those wires might be somewhere in CompositeMaterial as well or DepthShader.
Anyone has similar problems with DepthShader or CompositeMaterial? On 11 maalis, 22:53, Fabrice3D <[email protected]> wrote: > I recall there was an issue with ownCanvas causing these. > > nice motion. Looks like the real thing. well done. > > Fabrice > > On Mar 11, 2011, at 7:02 PM, xcx wrote: > > > First check out this little demo. It may take some time to load. This > > one loads whole bunch of data. So prepare to watch that flickering > > screen for while :). > >http://www.verajankorva.com/temp/away3d/depthbug/code/build001/bin/Li... > > > Problem are those wires what you can see in ground and submarine time > > to time. To me it looks like that it has something to do with clipping > > and it appeared after I change my materials to DepthBitmapMaterial. I > > also did some other changes as well like I added X and Y clipping > > values to my FrustumClipping, but my first guess is > > DepthBitmapMaterial. Anyone knows what is going on? Is a bug or am I > > just doing something wrong here?
