Developers / knowledgeable users: Could you shed some light on this issue? I have seen it pop up before, but never answered. I am very interested to know if there is a workaround for this bug(?) (otherwise, I have to ditch the idea of using outlines alltogether :(
On Mar 8, 2:33 am, Wouter Walmink <[email protected]> wrote: > I noticed someone with the same issue (http://groups.google.com/group/ > away3d-dev/browse_thread/thread/40d9d1d35d69152a/9ff4db4cb0c7ce5f? > lnk=gst&q=outline#9ff4db4cb0c7ce5f), but his question was not > answered. When responding to his post, my reply got lost, so I'm > retrying it now as a new post. > > Basically, when you apply an WireFrameMaterial as the outline for a > cube, it works fine. However, when you change a dimension (w/h/d) of > the cube, the outline often (about 1/2 of the time you change > dimensions) breaks. > > Here is a little demo that show the problem (use sliders for resizing > the box):http://away3dtest.walmink.com/wireframetest/WireFrameTest.swf > > Here are some screenshots to show the problem: > A box withoutlineapplied, working > fine:http://away3dtest.walmink.com/wireframetest/box_outline.png > After the dimensions have been changed, > theoutlinebreaks:http://away3dtest.walmink.com/wireframetest/box_outline_broken.png > > I tried many things, but the issue persisted: > * different materials > * different render modes > * remove & add cube from scene > * add & remove material > * updateMesh function on cube > * forceUpdate property on true for view > > The only thing that seems to work is creating a new cube with the > right dimensions and replacing the old cube with it. This may work for > a simple cube, but I want to create a complex shape, so recreating it > every cycle would kill the performance. > > Is seems to me to be a bug, or an undesirable behavior at least. Does > any of the developers or expert users here know what causes this and > if there is some kind of fix for this? (I am new to 3D modelling, so I > haven't dared to look at the Away3D source code yet :-)
