Both side and anta-alias issue with Flash Player 14 in Chrome

Software: Away3D 4.x

JulienR, Newbie
Posted: 29 July 2014 10:19 AM   Total Posts: 3

Hi everyone !

Today, i updated a Away3D project developped a few month ago.
I was surprised with the bad render of the 3ds objects in the scene. The both side no longer work and rendering is not quality.
Look at the attached file to understand the issue.

At first my Flash project run with Away3D 4.1.5. I have updated to 4.1.6 but the problem persists.

//Setup Scene
_scene = new Scene3D();
_camera = new Camera3D();
   
_view = new View3D();
_view.antiAlias = 4;
_view.scene = _scene;
_view.camera = _camera;
_view.mousePicker = PickingType.RAYCAST_BEST_HIT;
_view.backgroundColor = 0x131313;

//Mesh setting example

mesh = Mesh(e.target.getChildAt(0));
mesh.pickingCollider = PickingColliderType.PB_BEST_HIT;
mesh.mouseEnabled = true;
mesh.shaderPickingDetails = true;
mesh.geometry.convertToSeparateBuffers();

var 
w:Weld = new Weld();
w.apply(mesh);
   
var 
explode:Explode = new Explode();
explode.apply(mesh.geometry);

var 
material:TextureMaterial = new TextureMaterial(Cast.bitmapTexture(pAmfPiece.textureDiffuseCustomBitmap));
    
//
material.specularMap = Cast.bitmapTexture(new SpecularMap() as Bitmap);
material.normalMap = Cast.bitmapTexture(new NormalMap() as Bitmap);

material.lightPicker = _lightPicker;
material.bothSides = true;
material.specular = 0.5;
material.gloss = 0.6;
material.ambient = 0.7;

mesh.material = material; 

Thanks

   

Avatar
Fabrice Closier, Administrator
Posted: 02 August 2014 10:50 AM   Total Posts: 1265   [ # 1 ]

Not sure what you mean by “bad render”, tho reading your code gives me a clue…

Why do you weld, meaning you explicitly ask to share as much as possible vertices, to have a smooth surface when lighted, and the next following lines, you explicitly request that all faces must be independent using explode, basically asking that the vertices normals to be parallel top face normal. Causing a per face lighted flat shading?
This also rises another one: if the meshes aren’t dynamic, as both geometry updates do cost time, wouldn’t it be a better idea to load properly crafted models? You could correct them in your editor before loading them no?

   
   

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