I'm sorry, just found out the Utils3D.projectVectors() Doesn't also
draw stuff. But: Why does the Object3D class have to extend Sprite?
Just for being possible to addChild() it to the scene? Wouldn't it be
better to extend DisplayObject then?


-Declan

On Mar 17, 8:42 pm, rctdeclan <[email protected]> wrote:
> I just thought about the following, and I'd like your opinions on it:
>
> Away3D(lite)'s Object3D class extends Sprite. A simple defenition of a
> Sprite instance is that it is something that you can see on the
> screen. An Object3D doesn't necessarily need to be seen, right?
> Looking at the class hierarchy in the flash.display package: Object <=
> EventDispatcher <=DisplayObject <=InteractiveObject <=
> DisplayObjectContainer <=Sprite, wouldn't it me more obvious for
> Object3D to be called DisplayObject3D and inherit EventDispatcher and
> like DisplayObject, implement IBitmapDrawable?
>
> Then, on the other hand, Camera3D extends Object3D. But Camera3D is
> not something that you can see. Of course, it plays a part in the 3d
> scene, but my opinion is that Camera3D is abstract; it should only
> represent a 3d location with an orientation an focus, zoom, etc...
>
> Another thing; Why does Mesh render draw itself using the
> Utils3D.projectVectors(); Shouldn't a Renderer be in the position of
> drawing other objects?
>
> Don't get me wrong guys, I don't mean to condemn the engine, it's just
> that I was wondering if it could be done better, or more logical.
>
> -Declan

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