Hey All,

First thanks to everyone above for your help!

So the good news is I fixed the problem, the bad news is I can't
intelligently tell you why although I have my theories.   When
Flashbuilder compiles a SWF it gives the SWF a default width and
height of 100%, I was finding even if I set that to some arbitrary
number on the object tag it was still pixelated.   However,  if I
explicitly set the width and height of my SWF inside my main class
this way:

[SWF(width="1000", height="1000", frameRate="60")]

It will suddenly anti-alias correctly.  It could possibly do with
needing to know the dimensions of the SWF at compile-time to anti-
alias correctly. Anyways if anyone has this problem in the future try
adding the above, I imagine it should fix it.

Thanks,

Mike

On May 30, 12:55 am, themightyatom <[email protected]> wrote:
> I should add, I got one machine working by updating the graphics
> driver. Worth a try...
>
> On May 30, 7:52 am, themightyatom <[email protected]> wrote:
>
>
>
>
>
>
>
> > My main development machine runs DirectX 11, and whatever I try there
> > is no Anti-aliasing.
> > I have reported this on Adobe's forum, but never had any reply.
>
> > If you're running DirectX 11, please add your problem to this thread
> > or start a new one.http://forums.adobe.com/thread/833506
>
> > On May 30, 6:31 am, Choons <[email protected]> wrote:
>
> > > does view.antiAlias = 4 do anything?
>
> > > On May 29, 10:18 pm, EngineerMike <[email protected]> wrote:
>
> > > > Hey All,
>
> > > > I was playing around with Away3D 4 and loading external objects (in
> > > > this case a simple cube with a texture), however, no matter what I try
> > > > it won't seem to render without the edges coming out pixelated. I've
> > > > gone through most of the properties of the view, defaultRenderer,
> > > > materials, mash and the attributes and params of the object and still
> > > > can't seem to solve it.  It's a bit odd because the prior project's
> > > > I've created used embeded objects and textures and this problem never
> > > > came up.   I feel like I've tried almost everything possible so here I
> > > > am. Here's the Actionscript file.   Any help from the community would
> > > > be great!
>
> > > > -------- AS FILE ------
>
> > > > package
> > > > {
> > > >         import away3d.containers.ObjectContainer3D;
> > > >         import away3d.containers.View3D;
> > > >         import away3d.entities.Mesh;
> > > >         import away3d.events.ResourceEvent;
> > > >         import away3d.lights.PointLight;
> > > >         import away3d.loading.IResource;
> > > >         import away3d.loading.ResourceManager;
> > > >         import away3d.loading.parsers.OBJParser;
> > > >         import away3d.materials.BitmapMaterial;
>
> > > >         import flash.display.Bitmap;
> > > >         import flash.display.BitmapData;
> > > >         import flash.display.Loader;
> > > >         import flash.display.Sprite;
> > > >         import flash.events.Event;
> > > >         import flash.events.MouseEvent;
> > > >         import flash.net.URLRequest;
>
> > > >         public class Main extends Sprite
> > > >         {
>
> > > >                 private var view:View3D = new View3D()
> > > >                 private var container:ObjectContainer3D = new 
> > > > ObjectContainer3D();
> > > >                 private var light:PointLight = new PointLight();
> > > >                 private var light2:PointLight = new PointLight();
> > > >                 private var loader:Loader = new Loader();
> > > >                 private var resource:ResourceEvent;
>
> > > >                 public function Main()
> > > >                 {
>
> > > >                         view.antiAlias = 2;
>
> > > >                         
> > > > ResourceManager.instance.getResource('assets/cube.obj', true,
> > > > OBJParser);
>
> > > > ResourceManager.instance.addEventListener(ResourceEvent.RESOURCE_RETRIEVED,
> > > > onRetrieve);
>
> > > >                         addEventListener(Event.ENTER_FRAME, 
> > > > view.render);
> > > >                         stage.addEventListener(MouseEvent.MOUSE_MOVE, 
> > > > onMove);
>
> > > >                         light.color = 0xFFFFFF;
> > > >                         light2.color = 0xFFFFFF;
>
> > > >                         light.moveLeft(200);
> > > >                         light.moveBackward(400);
> > > >                         light.moveUp(100);
> > > >                         light2.moveRight(200);
> > > >                         light2.moveUp(100);
> > > >                         light2.moveBackward(400);
>
> > > >                         view.scene.addChild(light);
> > > >                         view.scene.addChild(light2);
> > > >                         view.scene.addChild(container);
>
> > > >                         addChild(view);
> > > >                         view.render();
>
> > > >                 }
>
> > > >                 private function onRetrieve(e:ResourceEvent):void
> > > >                 {
> > > >                         loader.load(new 
> > > > URLRequest('assets/clouds.jpg'));
> > > >                         
> > > > loader.contentLoaderInfo.addEventListener(Event.COMPLETE,
> > > > onComplete);
> > > >                         
> > > > container.addChild(ObjectContainer3D(e.resource));
>
> > > >                 }
>
> > > >                 private function onMove(e:MouseEvent):void
> > > >                 {
>
> > > >                         container.rotationY += e.stageX;
> > > >                         container.rotationX += e.stageX;
>
> > > >                 }
>
> > > >                 private function onComplete(e:Event):void
> > > >                 {
> > > >                         var bitmap:Bitmap = loader.content as Bitmap;
> > > >                         var bmpData:BitmapData = bitmap.bitmapData;
> > > >                         var mat:BitmapMaterial = new 
> > > > BitmapMaterial(bmpData);
> > > >                         mat.smooth = true;
> > > >                         mat.lights = [light, light2];
> > > >                         var mesh:Mesh = 
> > > > Mesh(container.getChildAt(0).getChildAt(0));
> > > >                         mesh.scale(2);
> > > >                         mesh.material = mat;
>
> > > >                 }
>
> > > >         }
>
> > > > }

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