Thanks for the reply, I must confess I hadnt made a lot of research
before posting, since then I have been trying to learn why it happens
and how it could be solved. I have now learnt why the polygons cant be
rendered if the distance of one of their vertexes to the viewing plane
is <= -focus ( projection perspective reaching infinity )
Since I am feeling adventurous I will try to implement some kind of
triangle clipping against the viewing plane. If I fail at that I can
fall back to the move the camera back + adjust zoom and focus
workaround.
I have noticed that the code that makes faces into drawing primitives
is inside the Mesh class, whats the reason for this? Wouldnt it make
more sense to have some kind of Face method that outputs a
DrawTriangle instead of the Mesh class doing all the work? Unless Mesh
class is supposed to be the only class that can draw Faces ( or maybe
its like this as an inlining optimization? )
This bothered me a bit because the clipping of faces must be done
before they are projected into DrawTriangles and placing the clipping
code for a face in the Mesh class seemed a bit against reusability.
Has anyone ever made what I am trying to do in away3d before? any tips
or suggestions?
On Nov 25, 1:57 am, "Peter Kapelyan" <
flashn...@gmail.com> wrote:
> You can try using precisebitmap material or correctz ordering, the problem
> should go away with using more triangles. If you are just doing a simple
> room for now, try a grid of 3 x 3 (18 triangles)a s a start , and stay away
> from the wall as much as you can.
>
> To do that you can:
> Try moving the camera backwards a bit, and zooming in more. You can use
> moveBackwards() and changing the camera.zoom and camera.focus to where it
> feels like the camera is at that position of the player, althought the
> camera is farther away.
>
> If you are doing the view from the players head postition (First person
> view),this is the best way to use.
>
> Otherwise you can consider using a third person camera where the camera is
> farther away from the player even more. In this case you will probably want
> to make sure your camera NEVER goes into the wall so you will need to do a
> hit collision on your walls to make sure that never happens.
>
> If you need help with any part of your code let me know.
> -Pete
>