I see the bug is still unfixed, any idea how to fix it?
It seems our bugs are similar and might have the same source although
in my case interactivity does not work with bitmapdata generated in
code, not png.
Added this bug to issues list.
When I create a bitmapmaterial based on bitmapdata with transparency
true and transparency color different from default and then use it as
Sprite3D's material, all interactivity dissapears.
Here is the code to reproduce the bug.
package
{
import away3d.cameras.Camera3D;
import awa
Any idea what is ther reason of it and how to overcome it?
On Oct 13, 1:49 pm, "antonkul...@gmail.com"
wrote:
> Here is my code. I use room 3d model exported to away3dlite by Prefab.
> I add all walls from this models to walls ObjectContainer3D and then
> try to use canvase
Here is my code. I use room 3d model exported to away3dlite by Prefab.
I add all walls from this models to walls ObjectContainer3D and then
try to use canvases to pushback walls.
I get RangeError: Error #2006: at
away3dlite.core.render::BasicRenderer/collectFaces()
(here is the line in collectFaces
I tried to use branch version. It works fine with primitives but when
I try to use it with my 3d models I get RangeError: Error #2006: at
away3dlite.core.render::BasicRenderer/collectFaces()
In previous revisions of away3dlite there was such object3d property
as "canvas" that was useful for achieving the same effect as ownCanvas
+pushBack in "heavy" away3d. But then it dissapeared. I wonder what
can be used to reach the same "pushBack" effect in away3dlite (I tried
to use layers but fa
>When you use addSprite, you loose the clickability in 4.6...
The same problem
> It does load 3ds, I've used many of them in past days as they were not
> loading assigned maps.
By 3dsmax instances I meant another thing. In 3dsmax when you make
ctrl+v you have three clone options: Copy, Instance and Referance. If
you choose an instance you save a disk space because instead
I have complains about away3dlite exporting in Prefab:
1). It creates textures with names like "node-meshname", with "-" in
the middle of the name, for instance "Node-table_Bitmap:Class", they
are treated like first var (Node) - second var (table_Bitmap) by
FlashBuilder. So I have to rename them ma
This update is buggy. After I had updated prefab to this version it
ceased to load model DAE models firing Texture Error#2035 I can send
my models if you want to reproduce the bug.
Have you tried to put skybox to separate canvas/layer?
Hi there,
at the moment I am developing a project based on awa3dlite where I
desperately need interactive moviematerials. Unfortunately there is no
such property in Lite's movimaterial. I tried to write it myself but
faced some problems,one of them is strange behaviour of mouseevent3ds:
they fire
Sorry for premature sending. I meant only that I had checkout problems
in tortoise with this revision.
In away3dair you've got directory called "<3.5.3/" I cannot
On Sep 14, 4:47 pm, Rob Bateman wrote:
> Hey guys
>
> today an update has been made to the main fp10 trunk that incorporates a few
> major refactors. The impact of these on code compatibility should be
> minimal, but there are a few nece
hi guys,
I have found a bug in away3lite. Interactivity does not work in
MovieMaterial in the latest revision. It is easy to reproduce the bug.
public var plane:Plane;
public var mat:MovieMaterial;
private function testMoviematerialInteractivity():v
dear list,
At the moment there is only one skybox class in away3lite and it works
only with one image. Sometimes it is rather unconvenient, for instance
most of the panoramic stitchers does not save to appropriate for
skybox6 format and you have to compose it manualy..
That's why I decided to writ
dear list,
At the moment there is only one skybox class in away3lite and it works
only with one image. Sometimes it is rather unconvenient, for instance
most of the panoramic stitchers does not save to appropriate for
skybox6 format and you have to compose it manualy..
That's why I decided to writ
The bug is still unfixed:(
I see sprite3d interactivity bug is still unfixed. Unfortunately I am
not skilled enough to fix it myself,so I wonder are you going to fix
it?
There is a bug in in the latest revision (2747) of away3d - clicks
(as well as other mouse actions) on sprite3Ds that were added (through
addSprite) to ObjectContainer3D (with listeners already assigned to
it) have no effect.
>, I just increased the size of
planes by 1
I tried this, it did not help.
In away3dlite ripples are often seen on edges of 3d objects.
I've made a simple example to show this, I made a skybox from 6 planes
and put the camera in the middle. Planes stick to each other tightly,
textures are HiRes with smooth =true, ideally no junctions should be
seen.But I see the ripples o
I see that away3d is being updated much often than away3dlite .
Although away3dlite is faster, it is very buggy. Meanwhile I have a
lot of projects where I have to choose between these two. That is why
I whant to know what are away3d team's plans on away3dlite, are you
going to focus mostly on away
I reported on roll out bug (
http://code.google.com/p/away3d/issues/detail?id=108
) in away3dlite few weeks ago, it is still unfixed now. I wonder is it
better to report on bugs to issues list (which seems to be a bit
outdated) or directly to this google group?
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Linesegments seem to be not clickable in away3Dlite. I tried to add
thick (WireColorMaterial with thickness more then 5) materials on them
but it did not help, whenever I clicked on linesegments mouse3devents
did not not fire. Is it a bug or there is another way to make
linesegments interactive?
T
On Mar 17, 2:55 pm, Icek wrote:
> It doesn't work in away3dlite 1.0.4. At least for me. I've added a
> listener,
> but no MouseEvents are dispatched.
The same=(
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In away3d Sprite3D neither inherits from EventDispatcher nor supports
IEventDispatcher interface. So, how in such case I can make it react
on clicks and other mouse events?
hi, there
I have just started a migration from away3D to away3dLite. In one of
my project I have to generate faces and 3dshapes basing on changing
economic data. In old away3d I used addFace function of the mesh class
for this purpose. In away3DLite I have not found any analogy for this.
I wrote
In February I mentioned about Sprite2D FlashPlayer9 rendering bug
( http://code.google.com/p/away3d/issues/detail?id=35 ) and I see it
has not been fixed yet. I know that FP10 is gradually displacing FP9,
but FP9 users are still in majority that is why FP9 bugs should also
be addressed
Sprite2D is not rendered correctly by FlashPlayer 9
Here are screenshots of the same swf opened by FP9 and FP10
1). FlashPlayer 9. http://nebgroup.com.ua/anton_y_k/BUGS/sprite2Dflp9.jpg
Here you see a lot of black traces of Sprite2Ds and other unpleasant
artifacts when rotating camera
2). FlashPla
Sprite2D is not rendered correctly by FlashPlayer 9
Here are screenshots of the same swf opened by FP9 and FP10
1). FlashPlayer 9. http://nebgroup.com.ua/anton_y_k/BUGS/sprite2Dflp9.jpg
Here you see a lot of black traces of Sprite2Ds and other unpleasant
artifacts when rotating camera
2). FlashPla
Good time of the day,
I see that updating the bitmap of a Sprite2D still has no effect.
Hence that im my projects I have to recreate Sprite2D manually each
time I simply want to change its bitmap.
I posted the bug description here (
http://code.google.com/p/away3d/issues/detail?id=33
) and hardl
I have noticed, that "start" and "end" setters of LineSegment class
have been changed in away 2.3
Now there is "recalc(value,p2);" instead of "_segment.v0 = value;"
I think it is a bad decision, because it kills some good
functionality. For instance earlier versions of away 3D were very
covenient
http://nebgroup.com.ua/cards/heartEn.php?card=I%20love%20you%2C%20AWAY3D%21&mat=4
We made this interactive Valentine card on Away3D.
HAPPY VALENTINE'S DAY!!!
Recent changes to the trunk have broken some cube functionality, for
instance I cannot change cube.width without having an error, here is
the code sample:
import away3d.containers.*;
import away3d.core.base.*;
import away3d.primitives.*;
import away3d.core.math.*;
var view:View3D = new View3D({
Hover camera still does not work in the latest trunk=(
Good time of the day,
I have found that HoverCamera3D does not work at all with the latest
trunk.
For instance the code bellow works perfectly with away 2.2. and
earlier verisons but does not work at all with the latest trunk,
throwing packs of errors.
package
{
import flash.display.Movi
I've made a pinetree model (see "Pinus Nigra D2.3ds" in Files ) for
the New Year and tried to load it with Max3DS parser. But the
following problem occured: although geometry loaded correctly, Max3DS
Loader ignored all ColorMaterials (displayed them with black color).
The same thing happened when
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