You can use mymarker.pushfront=true to make that marker render a bit more in
front of the earth.

Also you can use myearth.pushback=true to push the rendering of the earth
back a little too.

Also a .screenZOffset property has been added you can try, if the pushback
and pushfront don't really do it for you.

Also you can just try mymarker.ownCanvas=true, it could also speed up the
app a bit!

Any one of those four things should get you what you need, but you'll have
ot see which one(s) work best for you.

Best
-Pete


On Sun, Mar 15, 2009 at 4:32 PM, titohov <[email protected]> wrote:

>
> Hello! I'm very new to 3D in general and have a question on the best
> way to set up my project. I'm pretty sure the answer to this is very
> easy but I want to make sure I'm on the right track.
>
> I'm doing the typical spinning earth dealio. I've setup my scene and
> added a sphere and given it a nice earth texture with a a bitmap
> material. All is good so far.
>
> Next, my goal is to add small circle buttons over certain cities on
> the earth. The user will eventually be able to click on the circles to
> interact with it.
>
> I'm basically trying to figure out the best way to add the circle
> buttons to the 3d environment. I initially tried adding the circles to
> an interactive movieclip material. That seemed to work, but the
> circles visually looked kind of crappy/distorted as the earth turns
> (since the earth sphere has a relatively low polygon count). So I
> thought maybe it would look better to not do an interactive movieclip
> material, but instead just add the circles as Sprite2d objects. This
> way the circles will always look at the camera and won't have the
> distortion issue.
>
> Check out this rough example that I put together:
> http://www.deathbychihuahua.com/earth/
>
> You can see as the black Sprite2d object rotates around, the earth
> starts to clip it at times. I know I could just make the black square
> sit further away from the earth to fix this, but then it doesn't look
> like it's anchored to the city's physical location on the earth.
>
> What's the best way to fix this? Is there a way to force my 2d objects
> to render on top if they're in the same scene as the earth? Do I setup
> a second scene all together so I don't have to worry about the
> clipping issues?
>
> Any advice is much appreciated!
>
> Thanks,
> -Ryan




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