If I render each mesh with ownCanvas=true DepthBitmapMaterial works,
but of course polygon sorting  is all wrong. So does Away3D do
something when two meshes comes closer together?

On 12 maalis, 12:03, xcx <[email protected]> wrote:
> 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?

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