I followed the tutorial for rendering starling o top of away3D and all is working fine but now the scene only render if i mouse over a mesh, otherwise is just a white screen.
With mouse out the plane:
http://i.imgur.com/kEP13Oo.png
With mouse over the plane:
http://i.imgur.com/YLWU8gE.png
Here is my code (just boilerplate and a plane)
public class Main extends Sprite
{
private var view3D:View3D;
private var stage3DManager:Stage3DManager;
private var stage3DProxy:Stage3DProxy;
public function Main():void
{
if (stage)
init();
else
addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event = null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
addEventListener(Event.ENTER_FRAME, _onEnterFrame);
// entry point
view3D = new View3D();
initProxies();
}
private function initProxies():void
{
stage3DManager = Stage3DManager.getInstance(stage);
stage3DProxy = stage3DManager.getFreeStage3DProxy();
stage3DProxy.addEventListener(Stage3DEvent.CONTEXT3D_CREATED, onContextCreated);
}
private function onContextCreated(event:Stage3DEvent):void
{
initAway3D();
initStarling();
view3D.scene.addChild(new Mesh(new PlaneGeometry(600, 400), new ColorMaterial(0x530000)));
}
private function initAway3D():void
{
view3D.stage3DProxy = stage3DProxy;
view3D.shareContext = true;
addChild(view3D);
view3D.mousePicker = PickingType.SHADER;
view3D.camera = new Camera3D(new OrthographicLens());
view3D.camera.x = 1000;
view3D.camera.y = 1000;
view3D.camera.z = 1000;
view3D.camera.lookAt(new Vector3D(0, 0, 0));
}
private function initStarling():void
{
var starling:Starling = new Starling(StarlingSprite, stage, stage3DProxy.viewPort, stage3DProxy.stage3D);
}
private function _onEnterFrame(e:Event):void
{
stage3DProxy.clear();
view3D.render();
stage3DProxy.present();
}
}
}
If i change
view3D.mousePicker = PickingType.SHADER;
to raycast it works, but i need the PickingType to be shader.
EDIT: sorry for the duplicates, i guess the preview button also post.