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 :-)

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