Maybe I'm missing something, but why don't you just roll back to the
version of away3d that worked with your project?  Updating from svn
rather than using a stable version by nature is always going to be
risky and likely have bugs.  That's the price of the bleeding edge.

On Apr 10, 11:32 pm, Vic <[email protected]> wrote:
> So this error comes up after the line:
>
> view.render;
>
> The onEnterFrame script: (similar to frustum room demo)
>
>                 function onEnterFrame(event:Event):void  {
>                         //perform drag on the speed of the camera
>                         cameraForwardSpeed *= (1-cameraForwardDrag);
>                         cameraRightSpeed *= (1-cameraRightDrag);
>
>                         //halt camera if below a certain speed
>                         if (cameraForwardSpeed < 0.01 && cameraForwardSpeed >
> -0.01)
>                                 cameraForwardSpeed = 0;
>
>                         if (cameraRightSpeed < 0.01 && cameraRightSpeed >
> -0.01)
>                                 cameraRightSpeed = 0;
>
>                         //check key flags
>                         if (upFlag)
>                                 cameraForwardSpeed += cameraForwardAcc;
>                         if (downFlag)
>                                 cameraForwardSpeed -= cameraForwardAcc;
>                         if (rightFlag)
>                                 cameraRightSpeed += cameraRightAcc;
>                         if (leftFlag)
>                                 cameraRightSpeed -= cameraRightAcc;
>
>                         //calculate forward & back vector
>                         forwardVector.rotate(Number3D.FORWARD,
> camera.transform);
>                         forwardVector.y = 0;
>                         forwardVector.normalize();
>
>                         var fvXChk = forwardVector.x*cameraForwardSpeed;
>                         var fvZChk = forwardVector.z*cameraForwardSpeed;
>
>                         camera.x += fvXChk;
>                         camera.z += fvZChk;
>
>                         //calculate left & right vector
>                         rightVector.rotate(Number3D.RIGHT, camera.transform);
>                         rightVector.y = 0;
>                         rightVector.normalize();
>
>                         //update camera position
>                         var rvXChk = rightVector.x*cameraRightSpeed;
>                         var rvZChk = rightVector.z*cameraRightSpeed;
>
>                         camera.x += rvXChk;
>                         camera.z += rvZChk;
>
>                         //update rotation values
>                         if (move) {
>                                 panangle = 0.3*(stage.mouseX - lastMouseX) +
> lastPanAngle;
>                                 tiltangle = -0.3*(stage.mouseY - lastMouseY) +
> lastTiltAngle;
>
>                                 if (tiltangle > 70)
>                                         tiltangle = 70;
>                                 if (tiltangle < -70)
>                                         tiltangle = -70;
>                         }
>
>                         //update camera rotation
>                         target.x = 100 * Math.sin(panangle * toRADIANS) *
> Math.cos(tiltangle * toRADIANS) + camera.x;
>                         target.z = 100 * Math.cos(panangle * toRADIANS) *
> Math.cos(tiltangle * toRADIANS) + camera.z;
>                         target.y = 100 * Math.sin(tiltangle * toRADIANS) +
> camera.y;
>                         camera.lookAt(target);
>
>                         //check movement
>                         if (!move && !cameraRightSpeed && !
> cameraForwardSpeed)
>                                 stage.quality = StageQuality.HIGH;
>                         else
>                                 stage.quality = StageQuality.LOW;
>
>                         //render scene
>                         view.render();   // ERROR MESSAGES AFTER THIS - SWF 
> is BLANK
>
>                         // Cap rotation to positive numbers for sound to work
>                         if (videoContainer)  {
>                                 setVolumeFromAngle();
>                         }
>
>                         // Satellite Rotation
>                         if (satOne) {
>                                 meshSat1.rotationY += .75;
>                         }
>                 }
>
> I have no idea whats causing this error after svn updating.
> Any help?
>
> Vic
>
> Error: isNaN(sz)
>         at away3d.cameras.lenses::PerspectiveLens/project()
>         at away3d.core.project::MeshProjector/primitives()
>         at away3d.core.traverse::PrimitiveTraverser/apply()
>         at away3d.core.base::Object3D/traverse()
>         at away3d.containers::ObjectContainer3D/traverse()
>         at away3d.containers::ObjectContainer3D/traverse()
>         at away3d.containers::View3D/render()
>         at scalaRoom/onEnterFrame()


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