I use the standard code to create a stage3DProxy
/**
* will start the engine
*/
public function StartUpEngine():void {
// Define a new Stage3DManager for the Stage3D objects
stage3DManager = Stage3DManager.getInstance(stage);
// Create a new Stage3D proxy to contain the separate views
stage3DProxy = stage3DManager.getFreeStage3DProxy();
stage3DProxy.addEventListener(Stage3DEvent.CONTEXT3D_CREATED, onContextCreated);
stage3DProxy.antiAlias = 8;
stage3DProxy.color = 0xff0000;
}
private function onContextCreated(event : Stage3DEvent) : void {
stage3DProxy.removeEventListener(Stage3DEvent.CONTEXT3D_CREATED, onContextCreated);
stage3DProxy.width = stage.fullScreenWidth;
stage3DProxy.height = stage.fullScreenHeight;
//Init everything
InitAway3D();
InitStarling();
InitListeners();
}
all was working.. now… away3D is working but i can’t get starling to render… it’s clearly there when i trace it.
I do have a enter_frame event that do a nextFrame()
private function InitListeners():void {
stage3DProxy.addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(e:Event):void {
//render starling and away3d
away3DInstance.render();
starlingInstance.nextFrame();
}
all pretty standard and it worked!
if i just disable the proxy and do a normal starling instance it’s working.
i swear all was working yesterday i just don’t get it. i trie dto just disable the away3D and starling still not render. it’s like the proxy wasn’t working but IT WAS working before…
Anyone got a hints ? it make 3 hours i’m searching and i’ve tested every options.
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]]>Question: Is it possible to decrease the number of polygons on the external model without editing the model in some 3D graphic software? I have bought human model made in 3D Max but it is so complex
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]]>File not found: file:/C:/Program Files (x86)/Adobe Gaming SDK 1.4/Samples - Copy/Away3D/Invawayders/bin-debug/Main.html
]]>Then I see the correct shape, but I also see an artifact that looks like a piece of the side of the original cylinder.
But if I pass in all the properties when I create the cylinder, e.g.
var cyl:CylinderGeometery = new cyl:CylinderGeometery(5, etc)
then it renders correctly. Is this a bug, or do I need to do something to clear the geometry before or after I change its properties?
Thanks!
51 override public function unproject(...):Vector3D
...
56 v.x = nX + translation.x;
57 v.y = nX + translation.y; //should be v.y = -nY + translation.y;
58 v.z = sZ;
59 v.w = 1;
...
*away3d-core-fp11-4.1.6
]]>
private function initCameraListener() : void {
view.camera.addEventListener(Object3DEvent.SCENETRANSFORM_CHANGED, onCameraChange);
}
private function onCameraChange(event : Object3DEvent) : void {
const camera : Camera3D = (event.target as Camera3D);
const obj : Object3D = new Object3D();
// ********************************************************
// Does nothing, purposely. Just to force a getter call.
camera.sceneTransform;
// This affects the camera hover!
// Comment out this line, or the above one to get the expected result
obj.transform = new Matrix3D();
// ********************************************************
}
// // // // // // //////////////////////////////////////////
I’ve attached a full code for an example of this strange behaviour.
I speculate that it is caused by parallel access of statics consts like Matrix3DUtils.RAW_DATA_CONTAINER and others.
I understand that it optimizes the memory access avoiding constant memory allocation, but it may cause some weird problems when running in asynch codes.
]]>
var vec= new Vector.<Vector3D>;
vec.push(new Vector3D(4,0,-534.6));
vec.push(new Vector3D(1338.4,0,-534.6));
vec.push(new Vector3D(1338.4,0,-4));
vec.push(new Vector3D(914.4,0,-4));
vec.push(new Vector3D(914.4,0,-170.6));
vec.push(new Vector3D(4,0,-170.6));
var plane= new DelaunayMesh(mat, vec, DelaunayMesh.PLANE_XZ, false,false, true );
I hope this is easy to resolve.
]]>The problem is shat queueSnapshot does not work on multiply views and the reason is the code in RendererBase.as:
if (!_shareContext) {
if (_snapshotRequired && _snapshotBitmapData) {
_context.drawToBitmapData(_snapshotBitmapData);
_snapshotRequired = false;
}
}
Any workaround?
]]>