I've tried setting the z in the render loop, tried putting lookAt in
the render loop. Nothing seems to work other than setting z something
close to 0. To me it seems there is some bug with the lookAt code for
looking straight down. I printed the camera transform matrix and it
did not change at all and still had the default rotation after calling
lookAt.

On Mar 18, 4:15 am, xcx <[email protected]> wrote:
> Just to make sure than this is not just some initializing thing. Try
> to apply your lookat in render loop.
>
> On 18 maalis, 09:49, ragaes <[email protected]> wrote:
>
>
>
>
>
>
>
> > Hello,
>
> > This is weird! I'm having the same problem!
>
> > I was getting mad until I read your post... If you set the z
> > coordinate a value different from 0, it works.
>
> > Also if you set the orthografic lens some things won't work, for
> > example wireframe objects made of Lines (GridPlane i.e.), which makes
> > the application crash.
>
> > Regards
>
> > On 18 mar, 03:17, Stephen Hopkins <[email protected]> wrote:
>
> > > I have created a view3D like so
>
> > > view = new View3D({x: w / 2, y: h / 2});
> > > camera= view.camera;
> > > camera.x = 0;
> > > camera.y = 500;
> > > camera.z = 0;
> > > camera.lookAt(new Vector3D(0, 0, 0));
> > > camera.update();
> > > view.scene.addChild(new Cube({width: 50, height: 50, depth: 50}));
> > > addChild(view);
>
> > > i also have a render loop that just calls view.render()
>
> > > Now the weird part, the cube only appears if I do not set the camera.z
> > > value to 0
>
> > > camera.z = 1, cube appears
> > > //camera.z = 0, cube appears, z is -1000 if I trace it
>
> > > I am utterly confused. All I want is to position the camera above the
> > > cube, and the camera to look at it from a top down view.
> > > I haven't worked in Away3D for quite a while, (my projects used
> > > Number3D), is there any change that I don't know about?
>
> > > Thanks

Reply via email to