So I tried Goggle Chrome instead of Firefox ( firefox has the older
incubator) and it shows up! I zoomed in, and twirled the thing around, and
no errors :O

I must have twirled for a good 7 minutes trying to make it break. So, I
can't see the error you describe.

I would try taking off the clipping and any special render mode if possible.
Sometimes those are the culprit! I hope you're able to locate and squash the
bug.

-Pete

On Wed, Aug 3, 2011 at 9:13 AM, Pete Howard (home account) <
[email protected]> wrote:

> Thanks Pete for your very quick response...
>
> Does the link to the app succeed or fail for other people?
>
> Now I'm in trouble! - I've tried running the app from the link in my
> posting on 3 different machines, with a mix of Windows 7 and Vista,
> Firefox, IE and Chrome - and cannot get it to fail during
> initialisation like you did. I've never seen it do this during 6
> months of development.
>
> How do "we" begin to debug this?
>
> I've tried looking at the failing code path to see if any smoke or
> suspicious smells are visible - with no luck.
>
> My best hunch for continued investigation is to look at the difference
> in behaviour from potential run-time environment variations. (Is that
> a good approach?)
>
> It would be a great help if a couple of other people could try the
> link to see if it works - and say something about your environment.
> Does it only fail in one browser/OS/flash player version? (Firefox on
> the Vista machine I'm typing on is using flash player 10,2,153,1 ).
>
> Does it fail for you Pete repeatably?
>
> The app doesn't explicitly load any extra, deployed resources at run
> time (which I guess could introduce platform variation). Here's the
> deployed manifest - created automatically from FB.
>
>  Volume in drive C is OS
>  Volume Serial Number is 08C5-6648
>
>  Directory of C:\tmp\manifest
>
> 03/08/2011  13:56    <DIR>          .
> 03/08/2011  13:56    <DIR>          ..
> 03/08/2011  13:56           151,912 charts_4.5.1.21328.swz
> 03/08/2011  13:56           325,307 framework_4.5.1.21328.swz
> 03/08/2011  13:56    <DIR>          history
> 03/08/2011  13:56           322,038 mx_4.5.1.21328.swz
> 03/08/2011  12:05               657 playerProductInstall.swf
> 03/08/2011  13:56             5,906
> rm3dee_flex_public_app_whitelabel.html
> 03/08/2011  13:56           270,822
> rm3dee_flex_public_app_whitelabel.swf
> 03/08/2011  13:56            54,418 sparkskins_4.5.1.21328.swz
> 03/08/2011  13:56           466,785 spark_4.5.1.21328.swz
> 03/08/2011  12:05            25,574 swfobject.js
> 03/08/2011  13:56           186,394 textLayout_2.0.0.232.swz
>              10 File(s)      1,809,813 bytes
>               3 Dir(s)  150,596,280,320 bytes free
>
> One other lead I could pursue is to look at errors or behavioural
> differences arising from pulling data into the app from the back end
> database. I can easily configure the app to not use database data, but
> instead to use test data embedded in the app. I'll do that and repost
> - to rule out that potential source of the problem.
>
> Any help gratefully received - I'm in somewhat new territory here :-(
>
> Pete
>
>
>
>
> On Aug 2, 9:53 pm, Peter Kapelyan <[email protected]> wrote:
> > Got this a couple times before it loads, and don't see anything : (
> >
> > Error: Unrecognised material bitmap name
> >     at ThreeD.ModelBuilder::ModelBuilder/_choose_material_from_string()
> >     at ThreeD.ModelBuilder::ModelBuilder/build()
> >     at Application::AppReInitialiser/re_initialise()
> >     at Application::AppBootStrap/_do_the_rest_of_the_initialisation()
> >     at Application::AppBootStrap/completeHandler()
> >     at flash.events::EventDispatcher/dispatchEventFunction()
> >     at flash.events::EventDispatcher/dispatchEvent()
> >     at flash.net::URLLoader/onComplete()
> >
> > -Pete
> >
> > On Tue, Aug 2, 2011 at 4:03 PM, Pete Howard (home account) <
> >
> >
> >
> > [email protected]> wrote:
> > > Hello,
> >
> > > My web app (you can try it - see below) uses the popular idiom of
> > > letting you pan and tilt using the hover camera by mouse dragging, but
> > > when you do, after a certain amount of panning and tilting - errors
> > > like the one in the subject line are stimulated. The behaviour is
> > > consistent insofar that you can always stimulate it, but there seems
> > > no obvious pattern about how soon it will kick in.
> >
> > > The Away3D version is 3.6.0 (svn tag)
> >
> > > The stack trace is:
> >
> > >        RangeError: Error #1125: The index 85 is out of range 84.
> > >        at away3d.core.render::BasicRenderer/render()
> > >        at away3d.core.session::AbstractSession/render()
> > >        at away3d.core.session::AbstractSession/render()
> > >        at away3d.containers::View3D/render()
> > >        at ThreeD.Controller::ThreeDViewController/_handle_enter_frame()
> >
> > > The app is publicly reachable here:
> >
> > >http://rm3dee.appspot.com/static/whitelabel_app/rm3dee_flex_public_ap.
> ..
> >
> > > To stimulate the error - please use the slider to zoom in as far as
> > > you go, and then twiddle the model using mouse dragging. (Continuous
> > > dragging - no mouse button release). Nb. the zooming in is not a
> > > necessary condition to stimulate the error - but it makes it show up
> > > almost immediately.
> >
> > > The scene is built simply using <Plane>s using this code:
> >
> > >                        ...
> > >                        ...
> > >                        _parent_3d_object=new ObjectContainer3D();
> > >                        this.view_3d.scene.addChild((_parent_3d_object
> as
> > > Object3D));
> >
> > >                        for each (var plane:Plane in
> display_model.planes) {
> > >                                _parent_3d_object.addChild(plane);
> > >                        }
> > >                        _parent_3d_object.rotationX=90;
> > >                        _parent_3d_object.rotationY=0;
> > >                        _parent_3d_object.rotationZ=180;
> > >                        this.view_3d.render();
> >
> > > The pan/zoom handling uses this:
> >
> > >                private function _handle_enter_frame(e:Event):void {
> > >                        if (this._dragging == false) {
> > >                                return;
> > >                        }
> > >                        const gain:Number=0.3;
> > >                        _three_d_view_widget.camera.panAngle=gain *
> >
> > >  (this._three_d_view_widget.stage.mouseX - this._drag_x) +
> > >                                        _last_pan_angle;
> > >                        _three_d_view_widget.camera.tiltAngle=gain *
> >
> > >  (this._three_d_view_widget.stage.mouseY - this._drag_y) +
> > >                                        _last_tilt_angle;
> > >                        _three_d_view_widget.camera.hover();
> > >                        this._three_d_view_widget.view_3d.render();
> > >                }
> >
> > > You will notice in the app that the rendering style changes to a fast/
> > > cheap style as you initiate the dragging operation. In fact the entire
> > > scene contents are replaced on this transition. Before the transition
> > > we use ShadingColorMaterial with Renderer.CORRECT_Z_ORDER, and during
> > > the dragging (when the problem shows up) we use WireColorMaterial with
> > > Renderer.BASIC.
> >
> > > I'd really appreciate any support or guidance I get to overcome or
> > > work around this problem - because my entire app pretty much hinges
> > > (no pun intended) on it. Thanks in anticipation.
> >
> > > Pete Howard
> >
> > --
> > ___________________
> >
> > Actionscript 3.0 Flash 3D Graphics Engine
> >
> > HTTP://AWAY3D.COM
>



-- 
___________________

Actionscript 3.0 Flash 3D Graphics Engine

HTTP://AWAY3D.COM

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