Hey guys, Has any one got any ideas about this? I've been trying to fix it for months :s
Please help :) On Feb 3, 4:56 am, colouredfunk <[email protected]> wrote: > yeah FrustumClipping is already being used... > > The same effect appears when at 45 degress as well.. > > private function initEngine():void > { > //Debug.active = true; > scene = new Scene3D(); > //clipping = new FrustumClipping({minZ:10}); > clipping = new FrustumClipping(); > //clipping.minZ = -50 > //camera = new Camera3D({zoom:6, focus:100, x:176, > z:54, lens:new > PerspectiveLens()}); > camera = new FirstPersonCamera(stage); > camera.zoom = 6; > camera.lens = new PerspectiveLens(); > view = new View3D(); > view.scene = scene; > view.camera = camera; > view.clipping = clipping; > //view.renderer = Renderer.CORRECT_Z_ORDER; > //view.clipping.objectCulling = true > view.x = 960 / 2; > view.y = 435 / 2; > addChild(view); > > } > > Here is the source for > referencehttp://www.funkyjunk.me.uk/ImagesForExternals/away3d/Gallery3D.txt > > Thanks for help!!! > > On Feb 2, 7:10 pm, Rob Bateman <[email protected]> wrote: > > > Is this using FrustumClipping already? If so then it could be you have an > > extremely small scale on your models, and this is causing the relative scale > > of your nearfield plane to be prematurely cutting the model. what happens > > when you approach the wall at an angle of 45 degrees? > > > Rob > > > On Tue, Feb 2, 2010 at 1:24 PM, Jensa <[email protected]> wrote: > > > Yeah. It's the default clipping that does this. You'll need to add > > > Frustrum Clipping to your project to avoid this. If you try this demo > > > >http://www.infiniteturtles.co.uk/projects/away3d/demos/FrustumHotelRo... > > > you'll find that using the Rectangle Clipping mode (default in Away3D) > > > will give the same error. > > > > Frustrum clipping was added exactly to solve things like this. Right > > > click the demo to see the source and how it's done. > > > > J > > > > On Feb 2, 5:06 am, colouredfunk <[email protected]> wrote: > > > > Hi, > > > > > In a museum project I'm working on; I'm positioning each room (which > > > > are separate 3ds files) next to each other, but as I start to walk up > > > > to the next room, the wall disappears!! :s > > > >http://www.funkyjunk.me.uk/ImagesForExternals/away3d/Room_1.jpghttp:/... > > > > > Each model has got pushback = true and ownCanvas = true set / I’ve > > > > tried different combinations with false too. > > > > > I’m using FrustumClipping, messed around with the minz number(more, > > > > less, negative etc), eg: clipping = new FrustumClipping({minZ:10}); > > > > > I’ve even tried adding a primitive shape behind the wall instead of > > > > the corridor and it still does the same thing… > > > > > Anyone got any ideas what this could be? > > > > > Many thanks! > > > -- > > Rob Bateman > > Flash Development & Consultancy > > > rob.bate...@gmail.comwww.infiniteturtles.co.ukwww.away3d.com-hide quoted > > text - > > > - Show quoted text -
