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?
