Away3D Forum 0 Copyright (c) 2013 ExpressionEngine tag:away3d.com,2013:05:20 CCTV Installation, CCTV Installation Company tag:away3d.com,2013:forum/viewthread/.4512 2013-05-20T06:26:57Z 0 PenkkYun We provide 6 Free CCTV Installation services with professional CCTV camera installation which is absolutely essential to ensuring that your systems will works effectively. To know more details visit at: http://www.quotebean.co.uk/buying-services/cctv-cameras/help-to-buy-guides/cctv-installation/

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AWD1 auto image load issue tag:away3d.com,2011:forum/viewthread/.285 2011-07-16T11:18:55Z 0 SasMaster Hy all .I wanted to know if there is currently a known issue with AWD1 models in Broomstick.Trying to import a simple cube from Prefab with inclosed texture I am getting this:

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 .

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Bug in RTTBufferManager class tag:away3d.com,2012:forum/viewthread/.2029 2012-03-07T18:18:35Z 0 Lauro Hi guys I’m now migrate to Away3d because of molehill support and I donwload the lastest version of Away3D 4 to initiate my studies, but in most simple hello world test I can’t build the test because of a strange error in class RTTBufferManager:

RTTBufferManager.as(179): col: 10 Error: Syntax error: expecting rightbrace before semicolon.

what is this ?

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Setting camera.lens.far to large makes large block shadow tag:away3d.com,2011:forum/viewthread/.724 2011-09-14T01:27:11Z 0 volzh When camera.lens.far is set to large number,
shadow is rendered wired.
It’s look like a very large pixel.

as attached image,
lens.far = 5000 is left side,
lens.far = 50000 is right side.

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Advice on ColorMaterial/SoftShadowMapMethod - which property might fix this issue (image att.)? tag:away3d.com,2013:forum/viewthread/.4441 2013-05-01T05:22:43Z 0 Sean72 I have been working with DirectionalLights and have a ‘flickering triangles’ issue with partially lit flat areas on my mesh when using the SoftShadowMapMethod.  It seems to be worse as the mesh grows larger, but it also seems to not occur with some imported materials, so it could be a ColorMaterial property.

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.

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hello dear tag:away3d.com,2013:forum/viewthread/.4426 2013-04-27T14:24:31Z 0 CrosbyBlair A newbie welcome and hello and i want to crfeate some space for my thread so share your views with me.

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Shadow casting bug tag:away3d.com,2013:forum/viewthread/.4416 2013-04-24T18:56:07Z 0 SuperSam Hi,

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.

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Animate UV code is wrong tag:away3d.com,2013:forum/viewthread/.4376 2013-04-17T16:00:06Z 0 CyrilM in CompiledPass which I believe is now named DefaultScreenPass there is this code

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

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Mac render issue: black spots from light sources tag:away3d.com,2013:forum/viewthread/.4372 2013-04-16T18:10:33Z 0 Synsim Hello, here’s a bug, which bothers me for quite some time, since I upgraded to Away3D 4.0.11.
The thing is that in my project on some Macs (several Macs notebooks at least) Away3D renders 3D scene incorrectly. Specifically, objects have undesired solid-black regions on them, which depend on current camera position, i.e. those black spots are moving when camera moves (see screenshots). The same swf looks correct under Windows (both via DirectX and OpenGL). Search through forums and bugbase yielded this more-less similar bug (http://away3d.com/forum/viewthread/2500/#7741 and https://github.com/away3d/away3d-core-fp11/issues/221). Only that one was related to shader’s alpha calculations and appears to be fixed.


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)

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Meny warnings tag:away3d.com,2013:forum/viewthread/.4362 2013-04-15T15:14:01Z 0 Sintesis I try Away 4.1 with ASC2 in FlashDevelop. All work, but in output panel have many Warnings like:

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?

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