Thanks! I was wondering if there was an alternative to ownCanvas, pushback and
pushfront.
Unfortunately I'm still having problems. If I dug into the internal meshes in
my Collada I guess I might be able to fix this, although I'm sure that the
problem will crop up again when I rotate the object or add more objects.
Basically the model I'm looking at now is a cabinet with a shelf. When I look
at the top or front it is fine, but if I look down at it from an angle the top
of the shelf tears away. If I try it using the fast renderer instead of the
basic renderer, then I don't have any tearing, but the shelf stacks underneath
the box of the cabinet for some reason.
I glanced at the internals for the Z_SORT renderer and it didn't look fun. I'm
guessing that's why it hasn't been ported yet?
I have a feeling that your suggestion would work if I pinpointed the shelf's
mesh and told it to push to the front, but I'm afraid that I'd run into
problems once I rotate the cabinet or add another cabinet in front of it.
On Fri, 08 Jan 2010 09:55:30 -0800, Li <paleblue...@gmail.com> wrote:
I'd recommend trying out the sortType property for each mesh:
mesh.sortType = SortType.BACK;
On Fri, Jan 8, 2010 at 3:53 PM, Joshua Granick <jos...@joshuagranick.com>wrote:
Hey all,
I recently tried Away3DLite and I really like it. It has more differences
with Away3D than I expected, but I really enjoy it. It feels a bit more
simple and straightforward, sort of like a version 2.
The only problem I have is that the inside of my objects are peeking
through when I render at certain camera angles. In Away3D I fixed this by
setting my renderer to Z_SORT, but there isn't an Away3DLite alternative. Is
there anything I can do to prevent this from happening? I don't need to have
my texture on both sides of each face ... that's just the way that it comes
through in my Collada. Would it make a difference if I didn't have textures
on the inside?
Thanks for the help!