Uff, sorry, the joy turned out to be a bit premature.
Trying to position label higher (by chaning the y position) under some
angles results text fully going behind the tile.

Is there anything else that could be done?

Regards,
Toms


On Mon, Jan 25, 2010 at 9:50 PM, Toms <[email protected]> wrote:
> Awesome, thanks for the superfast help!
>
> On Mon, Jan 25, 2010 at 9:15 PM, Fabrice3D <[email protected]> wrote:
>> to make a long story short:
>> when you render with no canvas or props that can alter the logic, the engine 
>> considers each elements that need to be compared on z for the whole scene
>> adding owncanvas does the same but in own container first then each 
>> container is compared with other elements as a group already sorted.
>> thats far from being perfect, but in some cases like yours it just do the 
>> job. The art is to mixe all these weapons to get most sorted at lower costs.
>>
>> Fabrice
>>
>>
>> On Jan 25, 2010, at 10:01 PM, Toms wrote:
>>
>>> Thanks, setting ownCanvas on both objects solves my problem!
>>> Could you maybe go into little detail why it would be so?
>>>
>>> Thanks!
>>> Toms
>>>
>>> On Mon, Jan 25, 2010 at 8:51 PM, Fabrice3D <[email protected]> wrote:
>>>> try ownCanvas
>>>>
>>>> Fabrice
>>>>
>>>>
>>>> On Jan 25, 2010, at 9:45 PM, Toms wrote:
>>>>
>>>>> Thanks - forgot to mention that i tried the other sorting types too
>>>>> and the results were the same (or very similar).
>>>>> I also tried FP9 version with no luck.
>>>>>
>>>>> On Mon, Jan 25, 2010 at 8:37 PM, Joshua Granick
>>>>> <[email protected]> wrote:
>>>>>> To save performance, the basic renderer doesn't always stack triangles 
>>>>>> the
>>>>>> same way. Instead of comparing the full coordinates of the object, it
>>>>>> compares one point (the center, I think)
>>>>>>
>>>>>> You can pull the text farther forward, add it as a material on the cube, 
>>>>>> set
>>>>>> .pushfront on the text or set the renderer to the correct Z sort renderer
>>>>>> (view.renderer = Renderer.CORRECT_Z_SORT). It will run slower, but it
>>>>>> handles object order better.
>>>>>>
>>>>>>
>>>>>> On Mon, 25 Jan 2010 12:32:01 -0800, Toms Bauģis <[email protected]>
>>>>>> wrote:
>>>>>>
>>>>>>> Hello list!
>>>>>>>
>>>>>>> Using Away3D SVN version for FP10, I'm trying to add text in front of
>>>>>>> a cube primitive, but the text under some angles partially disappears
>>>>>>> in the cube, although the Z dimension is 10 units in front of it.
>>>>>>>
>>>>>>> Here is image to see what i mean:
>>>>>>> http://www.flickr.com/photos/toms/4304743800/
>>>>>>>
>>>>>>> I could not find a relevant bug, so i guess i must be doing something
>>>>>>> wrong.
>>>>>>>
>>>>>>> The code fragment that adds elements looks like this:
>>>>>>>
>>>>>>> var block:Cube = new Cube( { width: 150, height: 250, depth: 10 } );
>>>>>>> block.material = new ColorMaterial(0x999999);
>>>>>>> scene.addChild(block);
>>>>>>>
>>>>>>> var text:TextField3D = new TextField3D("Arial", { text: "Hello World",
>>>>>>> z: -10, size: 60, textWidth: 2000, align: "MC" } );
>>>>>>> text.material = new ColorMaterial(0x000000);
>>>>>>> _scene.addChild(text);
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Any help will be appreciated!
>>>>>>> Thanks,
>>>>>>> Toms
>>>>>>
>>>>
>>>>
>>
>>
>

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