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?
