I've tried setting the z in the render loop, tried putting lookAt in the render loop. Nothing seems to work other than setting z something close to 0. To me it seems there is some bug with the lookAt code for looking straight down. I printed the camera transform matrix and it did not change at all and still had the default rotation after calling lookAt.
On Mar 18, 4:15 am, xcx <[email protected]> wrote: > Just to make sure than this is not just some initializing thing. Try > to apply your lookat in render loop. > > On 18 maalis, 09:49, ragaes <[email protected]> wrote: > > > > > > > > > Hello, > > > This is weird! I'm having the same problem! > > > I was getting mad until I read your post... If you set the z > > coordinate a value different from 0, it works. > > > Also if you set the orthografic lens some things won't work, for > > example wireframe objects made of Lines (GridPlane i.e.), which makes > > the application crash. > > > Regards > > > On 18 mar, 03:17, Stephen Hopkins <[email protected]> wrote: > > > > I have created a view3D like so > > > > view = new View3D({x: w / 2, y: h / 2}); > > > camera= view.camera; > > > camera.x = 0; > > > camera.y = 500; > > > camera.z = 0; > > > camera.lookAt(new Vector3D(0, 0, 0)); > > > camera.update(); > > > view.scene.addChild(new Cube({width: 50, height: 50, depth: 50})); > > > addChild(view); > > > > i also have a render loop that just calls view.render() > > > > Now the weird part, the cube only appears if I do not set the camera.z > > > value to 0 > > > > camera.z = 1, cube appears > > > //camera.z = 0, cube appears, z is -1000 if I trace it > > > > I am utterly confused. All I want is to position the camera above the > > > cube, and the camera to look at it from a top down view. > > > I haven't worked in Away3D for quite a while, (my projects used > > > Number3D), is there any change that I don't know about? > > > > Thanks
