Bump.
Did I mention I get two different Tridents in 3.5 vs 3.6 even though I
feed the exact same calls to Away3D?
Sure looks like upAxis is borked on lookAt. It got {0, 0, -1} and it
sure isn't pointing straight UP at Z?
Any thoughts?
Best,
BW
On Apr 4, 8:14 am, BobWarfield <[email protected]> wrote:
> Back again. I wanted to call your attention to some screen shots of
> the 2 Tridents:
>
> http://devluchadore.wordpress.com/2011/04/04/issues-converting-from-a...
>
> They show how things are getting twisted in my view by showing the 3.5
> vs the 3.6 Tridents. Sure would like some help understanding how to
> fix this. In fact, I'm pretty much stuck not moving forward with 3.6
> unless we can figure it out.
>
> In the meanwhile, some brief notes in the article (the link is a blog
> post, pardon my Luchadore persona) may help others who want to be able
> to switch back and forth between 3.5 and 3.6 easily. There wasn't
> much to it for my app.
>
> Thanks in advance for the assistance with these issues.
>
> Cheers,
>
> BW
>
> On Apr 3, 12:06 pm, Michael Iv <[email protected]> wrote:
>
>
>
> > As being one that had hard times with getIntersect would like to add ,you
> > have to transform the faces of your object into the view space before you
> > perform the test. :)
>
> > On Sun, Apr 3, 2011 at 9:55 PM, Fabrice3D <[email protected]> wrote:
> > > Just uploaded a 3.6 and 4.0 update for Drag3D class
>
> > > the getIntersect method works as usual, returning mouse coordinates/hit
> > > plane by default
> > > but if you pass a custom, x and y getIntersect(myX, myY); will return the
> > > hit based on these.
>
> > > cheers
>
> > > Fabrice
>
> > > On Apr 3, 2011, at 8:42 PM, Bob W wrote:
>
> > > Another problem with 3.6 versus 3.5--the "upAxis" parameter for the
> > > camera's lookAt is acting funny.
>
> > > I am just passing it unit vectors: {1, 0, 0}, {0, 1, 0}, or {0, 0, -1} (Z
> > > is inverted in my model's space). This worked great in 3.5. In 3.6 I get
> > > all sorts of odd effects:
>
> > > - My "perspective" view, which is the camera hovering above and somewhat
> > > left of the object has a lookAt of {0, 0, -1}. You would expect Z to be
> > > up,
> > > and it is, but mysteriously, the X and Y are rotated in the process. The
> > > old lookAt didn't do this--the other axes stayed put.
>
> > > - I also have "Top", "Right", and "Front" views. Similar bizarre things
> > > happen to them.
>
> > > Must be something quite different about the matrix math used in 3.6 vs
> > > 3.5.
>
> > > How do I fix it?
>
> > > Best,
>
> > > BW
>
> > > On Sat, Apr 2, 2011 at 5:02 PM, BobWarfield <[email protected]> wrote:
>
> > >> I'm trying to switch my fairly large app from Away3D 3.5 to 3.6 and
> > >> I’m seeing some problems:
>
> > >> Scene3D
>
> > >> No more updateLight property. I don’t use lights. Is there an
> > >> equivalent I should use to make things run a little faster?
>
> > >> There is an autoUpdate, but no update. If autoUpdate == false, what
> > >> am I supposed to call to update? Seems like you should either have
> > >> both autoUpdate and update or neither.
>
> > >> Drag3D
>
> > >> Fabrice, we used to be able to pass in coordinates to getIntersect. I
> > >> found this really handy and use it for all sorts of things. Now
> > >> apparently it only accepts the mouse coordinates and no args?
>
> > >> Comparing the two versions (3.5 and 3.6), the tiny bit of performance
> > >> gained sure doesn’t seem worth the loss of flexibility. It can’t have
> > >> been a very performance intensive op anyway. I bet you could keep the
> > >> flexibility and get back most of the performance diff using Jackson
> > >> Dunstan’s improved “isNaN” code.
>
> > >> Matrix3D
>
> > >> Is there code somewhere to convert a vertex or Vector3D to screen
> > >> coordinates?
> > >> I had been using some code ripped off from ZoomFocusLens.project:
>
> > >> v.x = (v.x * view.camera.viewMatrix.sxx + v.y *
> > >> view.camera.viewMatrix.sxy + v.z * view.camera.viewMatrix.sxz +
> > >> view.camera.viewMatrix.tx);
>
> > >> etc.
>
> > >> Of course it is no longer viable since Matrix3D came along and the
> > >> code in 3.6’s ZoomFocusLens.project seems a lot more daunting to
> > >> repurpose.
>
> > >> You will notice the similarity of purpose to what I use
> > >> Drag3D.getIntersect for. Seems like utils to help people go from
> > >> Away3D coordinates to ordinary Flash graphics coordinates would be
> > >> very popular.
>
> > >> Best,
>
> > >> BW
>
> > --
> > Michael Ivanov ,Programmer
> > Neurotech Solutions Ltd.
> > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net
> > Tel:054-4962254
> > [email protected]
> > [email protected] Hide quoted text -
>
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