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

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