In case it's not obvious to others how to get around the loss:

camXdir = Math.sin(camPan * (Math.PI/180)) * stepSize;
camZdir = Math.cos(camPan * (Math.PI/180)) * stepSize;

camera.x += camXdir;
camera.z += camZdir;

where camPan is simply a variable that keeps track of the amount of
camera.rotationY done for Camera3D.

May be a better way around it but this works ...

On Oct 13, 1:29 pm, Joseph <[email protected]> wrote:
> I used
>
> camera.moveForward(N), camera.moveBackward(N), camera.moveLeft(N), etc
> with Camera3D
>
> extensively in away3d (heavy?) but lite doesn't like it ... is it
> still available?

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