Error #2032: Stream Error. URL: /images/Cube_1.png
Now ,there is no way I put the image in a wrong place.I tried to put the image in the same package as the mesh.awd and changing its path accordingly inside awd file and still having this problem:
Error #2032: Stream Error. URL: /images/Cube_1.png
Anybody had encountered into this? Fabrice ?
Thanks .
]]>RTTBufferManager.as(179): col: 10 Error: Syntax error: expecting rightbrace before semicolon.
what is this ?
]]>as attached image,
lens.far = 5000 is left side,
lens.far = 50000 is right side.
Before I spend ages testing each property, would someone please glance at this and let me know if they have an idea which ones to test? Both materials are imported, the one at the left shows correctly, the one at the right has flickering triangles.
I’m using the latest Dev code.
]]>Take a look at the foot and hand shadows:
http://s15.postimg.org/x4p8js0nd/Shadowbug.png
It’s caused by the camera being too close, I suppose, but this should probably not occur so long as both the shadow and the model are in viewing range (no part of either is clipped).
If the solution involves a loss in performance though, I’m not sure it would be worth it.
Thanks if you can checking this !
You can reproduce by tweaking the sample code from Away3D’s github.
If you don’t see how to replicate it tell me and I’ll try. I got that bug by copying parts of that code one at a time to understand exactly what does what, so my project is very similar to the Onkba example.
]]>
public function set animateUVs(value : Boolean) : void
{
_animateUVs = value;
if ((value && !_animateUVs) || (!value && _animateUVs)) invalidateShaderProgram();
}
I don’t think that this is correct.
(true && !true) will always be false…
This was causing the shader code to crash when animateUVs was true.
I changed it to
public function set animateUVs(value : Boolean) : void
{
if (value != _animateUVs)
{
_animateUVs = value;
invalidateShaderProgram();
}
}
and it seemed to work perfectly. Just a heads up for anyone playing with animated UVs
]]>
Unfortunately, I don’t have unlimited Mac access, nor want to dig dip into the shaders code, but was able to discover experimentally that this bug is related to main pass lighting calculations - if I remove lights from scene (and lightpicker), it goes away. But it’s there again as soon as at least one light source is added.
Another weird thing about the issue is that it doesn’t manifest itself when standard Away3D examples are compiled and run on the same hardware. Sure, I use Away3D engine somewhat differently than examples do, because of their toy nature. In my case, after View3D initialization a bunch of models and other assets are loaded, 3d objects constructed and added\removed to the scene, along with lights, at different moments. Nevertheless, I failed trying to construct simple bug-reproducing test, and my project is commercial and rather complex, what’s why I don’t post concrete code, sorry about that.
I’d be infinitely thankful for any help and suggestions.
Mac screen#1
Win screen#1
Mac screen#2
Win screen#2
(More screenshots in attachment)
]]>Warning: Initializer value NaN is not valid for type ‘uint’. An initial value of 0 will be used instead.
public function Vertex(x:Number = 0, y:Number = 0, z:Number = 0, index:uint = NaN
...
D:FLASH LABAwayaway3d-core-fp11_4_1_0_Alphaaway3d-core-fp11_4_1_0_Alphasrcaway3dcorepartitionNodeBase.as:88
Warning: Assignment within conditional. Did you mean == instead of =?
} while ((node = node._parent));)
It is normal for Away?
]]>