Hi guys, I ran into a problem with multiple views of one single scene and click-events on a mesh in broomstick. If I click on my terrain with just one view, it works like expected: it highlights the tile I've clicked. I trace the tile numbers and uv-positions at the top of the screen (the tile numbers are calculated from the uv-positions since screenX/Y seems buggy ;)).
http://die-beiden.com/_temp/broomstick/index.html Now I've added a second view of the same scene (actually the only difference to the first example is: I've added a "view2.render()" in my enterFrame-function). Now the MouseEvent3D returns slightly different (and wrong) uv positions: http://die-beiden.com/_temp/broomstick/index2.html I did some tests and it seems that MouseEvent3D somehow uses the position and rotation of the camera in view2 to calculate the returning uv positions of the mesh clicked in the main view. When I add some funny rotations to the cam in view2, I get different uv positions when clicking at the same point in the main view, depending on the current cam-rotation in view2: http://die-beiden.com/_temp/broomstick/index3.html Do I miss something, or is this a bug? btw: mouseEnabled of view2 is set to false - I don't know if this is important in this case ;). Thanks in advance - you guys are doing an awesome job :) Cheers, sven
