I get the error all the time with chrome (latest) 10.3 debug player (latest) when I just drag the zoom about. Different value of out of range error each time though.
D On 3 August 2011 14:29, Peter Kapelyan <[email protected]> wrote: > 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 >
