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papervision3d's Issues

.rotationX direction

What steps will reproduce the problem?
1. make a cube
2. set cube.rotationX = <positive value>;

What is the expected output? What do you see instead?
It supposedly rotates in the oposite direction.

What version of the product are you using? On what operating system?
this probably applies to all versions.

Please provide any additional information below.
 The guy wrote: "For LEFT coordinate system if you align your left hand 
thumb with, let say, X axis, the other fingers will point to positive 
rotation direction. What I actually see is opposite". Checking 
http://en.wikipedia.org/wiki/Image:Cartesian_coordinate_system_handedness.s
vg you can see he is right. From my information, rotationY and rotationX 
in PV3D are not affected.

Original issue reported on code.google.com by [email protected] on 10 Jan 2008 at 7:01

MaterialList using Collada()

What steps will reproduce the problem?
1. create a collada object
2. it will show 
1046: Type was not found or was not a compile-time constant: MaterialsList.


What is the expected output? What do you see instead?
the collada object and we get an error

What version of the product are you using? On what operating system?
effects branch. xp pro

Please provide any additional information below.

i could fix it adding the full path for the materialList class in the
Collada class on line 59

bad path=   import org.papervision3d.materials.MaterialsList;
good path=  import org.papervision3d.materials.utils.MaterialsList;

 now it works.

Original issue reported on code.google.com by [email protected] on 15 Dec 2007 at 2:43

Triangle3D.as - [Great White]

What steps will reproduce the problem?
1. Create a class that extends TriangleMesh3D.as
2. Add new Triangle3D's creating new faces, but DON'T pass a material or UV 
pixel coordinates
3. The uv setter will cause a runtime error saying that it can't "Cannot access 
a property or 
method of a null object reference"

What is the expected output? What do you see instead?
You're type casting null from the Triangle3D constructor in the uv setter, if 
nothing is passed. 
Solution could be to check if the material or array is passed in, saying if you 
should set them or 
not.

What version of the product are you using? On what operating system?
Great White (Date of svn - same as sent email), flex 3 builder - os x


Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 4 Feb 2008 at 2:31

BitmapAssetMaterials bugs with library (AS3)

PROBLEM:

When used to compile my old cone/bezier/camera example:
http://labs.zeh.com.br/blog/?p=104

The current PV3D (AS3) version will render a couple of cones incorrectly.
This image by Shawn Douglas shows the problem:

http://hosted.zeh.com.br/misc/pv3d_asset_library.png

It turns out the issue is with creating more than one BitmapAssetMaterials
with the same asset. On my source code, I do the equivalent of this:

var newConeMaterial1:BitmapAssetMaterial = new
BitmapAssetMaterial("ConeDiffuseYellow");
var newConeMaterial2:BitmapAssetMaterial = new
BitmapAssetMaterial("ConeDiffuseYellow");

That is, two different materials that happen to be based on the same bitmap
asset.

Without getting into discussions about whether this is efficient or not, it
was possible on previous versions. With the new version, the second
material onwards won't render well. UV mapping is lost and the bitmap is
just masked on the object. Interesting effect, but not the expected result.

--

RATIONALE:

The problem seems to be based around the fact that the new version
(intelligently) employs some library asset management code to avoid
duplication of bitmaps. The problem is, when a new material is created from
a copy of a bitmap already assigned to a material, some property
initialization is skipped. As a result, maxU and maxV for the material is
never set.

--

SOLUTION:

On materials/BitmapAssetMaterial.as, lines 115 and 116 are:

    bitmapOk = bitmap;
    _count[asset]++;

Just add maxU/V initializalization:

    bitmapOk = bitmap;
    maxU = maxV = 1;
    _count[asset]++;

That fixes the problem.

Original issue reported on code.google.com by [email protected] on 1 Aug 2007 at 5:17

Materials passed into DAE.load not being used, instead URLs form .dae file are used

What steps will reproduce the problem?
1. Have a .dae with an image path set for a particular material
2. Create a materials list
3. Add a material list with an overlapping id from the .dae
4. Pass the material list to DAE.load when sending in the XML

What is the expected output? What do you see instead?
The path from the .dae file should be ignored and the material passed in
from code should be used.
Instead, the image from the .dae is loaded instead of the bitmapmaterial

What version of the product are you using? On what operating system?
Latest version of GreatWhite from the repository

Please provide any additional information below.

I was able to fix this by adding the following additional case to the
"buildMaterials" method of the DAE class. I'm not familiar enough with the
Collada format to say if this is the right way to fix it, but it worked for
me (I was thinking it's a problem with using symbol2target, as this is the
only place it's used in the method, but I didn't want to overwrite whatever
was happening there).

if( symbol2target[name] == mat.id ){
   exists = true;
   break;
//XXX: CHECK DIRECTLY AGAINST THE NAME INSTEAD OF THE VALUE FROM THE HASH
} else if (name == mat.id) {
   exists = true;
   break;
}

Original issue reported on code.google.com by [email protected] on 5 Feb 2008 at 12:23

BitmapMaterial generation in Collada rendering code should account for doubleSided-ness of textures

What steps will reproduce the problem?
1. Use the Collada object to render the attached collada file with its
texture files in the same directory.
2. You will see a tree, rotate it until it points outward from the screen
so you see it from top-down (a leaf to its root)
3. Notice the leaves' textures now disappear
4. Rotate the tree backwards 180 degrees and you can now see the leaves'
texture from below

What is the expected output? What do you see instead?
The leaves appear from both top-down and bottom-up view of the tree when
rendered in 3DS Max, however when I exported it to the Collada format using
ColladaMax (Feeling software), I was no longer able to see the leaves from
top-down view.

What version of the product are you using? On what operating system?
Latest non-debug flash player from adobe on windows xp sp2. The SWF I used
was compiled with Flex Builder 3 eclipse plug-in.

Please provide any additional information below.
I added material.doubleSided = true; below line#490 in
as3/trunk/src/org/papervision3d/bjects/Collada.as and it solved my problem.

Shouldn't the Collada rendering code also checks wether any rendered
material be doubleSided or not? Or is this a limit of the Collada file
type? Or is this behavior by design?

Original issue reported on code.google.com by neuro.potent on 14 Jan 2008 at 8:23

Attachments:

components not showing on component window

What steps will reproduce the problem?
1. install component
2. try to find components Papervision3D COLLADA and Papervision3D Scene on
the component window
3.

What is the expected output? What do you see instead?
i'm unable to find the Papervision3D COLLADA and Papervision3D Scene
components in the component window, but the window PV3DPanel is installed
an i could open it ... but nothing to do without the components

What version of the product are you using? On what operating system?
papervision 3d components 1.0.0
flash cs3 9.0
adobe extension manager 1.8.169
win xp sp2 pro OEM 2002


Please provide any additional information below.
i've tried to reinstall and reboot many times an i cant put it to work

Original issue reported on code.google.com by [email protected] on 25 Jul 2007 at 9:55

BitmapFileMaterial is black while loading

What steps will reproduce the problem?

1. new BitmapFileMaterial( "whatever" ) on a white background
2.
3.

What is the expected output? What do you see instead?

I expect nothing to appear until the bitmap is loaded.
I see a black rectangle while loading.

What version of the product are you using? On what operating system?

I'm using the version from blitzagency with the DisplayObject2D patch, 
but I believe the code responsible for this is on the SVN trunk as well 
(the as3 section).

Please provide any additional information below.
In the BitmapFileMaterial constructor:
  this.fillAlpha = 1;
should probably be:
  this.fillAlpha = 0;

and 1 instead of 0 in loadComplete.

farewell and thanks for all the code...

Original issue reported on code.google.com by [email protected] on 3 Nov 2007 at 8:42

LazyRenderEngine does not accept the FreeCamera3D

What steps will reproduce the problem?
1. utilize the LazyRenderEngine with any camera aside from Camera3D 

What is the expected output? What do you see instead?
LazyRenderEngine should work w/ all Cameras

What version of the product are you using? On what operating system?
Great White, Mac OS 10.5

Please provide any additional information below.
Changing the import of the Camera3D class to the following (as well as updating 
all references) 
fixes the problem:
import org.papervision3d.core.proto.CameraObject3D;



Original issue reported on code.google.com by [email protected] on 7 Feb 2008 at 12:15

InteractiveSceneManager.as AS3 rev 302 Compiler Error

What steps will reproduce the problem?
1. Compile

What is the expected output? What do you see instead?
Error on line 377 of InteractiveSceneManager.as
if(debug) log.debug("addDisplayObject id", container3d.id, container3d.name, 
DEFAULT_SPRITE_ALPHA);
/////
1137: Incorrect number of arguments.  Expected no more than 2.

Original issue reported on code.google.com by [email protected] on 12 Sep 2007 at 8:14

v1.5 Compilation Problem

What steps will reproduce the problem?
1. Trying to compile in Flex 2.01.

What is the expected output? What do you see instead?
I get many compilation problems.

What version of the product are you using? On what operating system?
Flex 2.01, trying to compile the v1.5 tag of papervision3d, in Windows XP SP 2.

Please provide any additional information below.

- The first problem is in the LivePreviewParent class, that is declared as
being in the "fl.livepreview" package, but it's incorrectly placed in the
"fl" folder, causing compiling problems in Flex.

- In Stars.as:
  - In line 223, referenced variable "v" doesn't exist.
  - In line 235, it's trying to access a property from RenderStatistics
called "pixels", that doesn't exist. In older versions of Papervision it
seems that was a dynamic class, so it compiled OK.

- In InteractiveWireframeMaterial.as:
  - In line 22, referenced variables x0, x1, x2, y0, y1, y2 don't exist.

- In classes CompositeTriangleCuller and DepthTriangleCuller, the
testFace() method has a different signature from that of the original
interface, ITriangleCuller

Original issue reported on code.google.com by [email protected] on 14 Aug 2007 at 3:10

VirtualMouse.container not updated when objects move under stationary mouse

I'm using great white code on repository version 352.

Suppose you have two interactive objects (A and B) in a scene.  Also
suppose  you have onClick handlers for both of those objects.  The mouse
starts over A, then the objects move around such that the mouse is now over
object B, but the mouse itself never moved, just the objects underneath it.
 Clicking the mouse will trigger the A mouse handler, not B.

This appears to be because the VirtualMouse.container property is not
updated to reflect the new container it is positioned over.  The container
is only updated on mouse move (InteractiveSceneManager:252), and not when
objects move under the mouse.

To fix this I think you need to replicate most of the logic that is in
InteractiveSceneManager.handleMouseMove() into
InteractiveSceneManager.updateRenderHitData() function. 

Original issue reported on code.google.com by [email protected] on 21 Dec 2007 at 9:50

BasicRenderEngine does not contain event-metadata

It is good practice, for code hinting and for documentation to have meta 
data for events that are dispatched. The BasicRenderEngine does not 
contain it.

On a side note:

The event type of RenderEvent is defined like this:

public static var RENDER_DONE:String = "onRenderDone";

it should be:

public static const RENDER_DONE:String = "renderDone";

2 changes in the above line:

1. var to const
2. onRenderDone to renderDone



Original issue reported on code.google.com by [email protected] on 8 Feb 2008 at 9:34

Arguments of ColorMaterial class constuctor

In the constructor of the ColorMaterial class,
it could be given "initObject" in the third arguments.

Therefore, i would like to use "initObject" as following.

【Example】
--------------------------------------------------------------------------------
-----------------------
var materialList:MaterialsList = new MaterialsList();
materialList.addMaterial(new ColorMaterial(0xFF0000, 1, {doubleSided :
true}), "front");
materialList.addMaterial(new ColorMaterial(0x00FF00, 1, {doubleSided :
true}), "back");
materialList.addMaterial(new ColorMaterial(0x0000FF, 1, {doubleSided :
true}), "right");
materialList.addMaterial(new ColorMaterial(0xCCCCCC, 1, {doubleSided :
true}), "left");
materialList.addMaterial(new ColorMaterial(0x000000, 1, {invisible :
true}), "top");
materialList.addMaterial(new ColorMaterial(0xFFFFFF, 1, {invisible :
true}), "bottom");

var cube:Cube = new Cube(materialList, 50, 50, 50);
--------------------------------------------------------------------------------
-----------------------

However, the "initObject" wasn't be used on my examination of the
constructor of the ColorMaterial class.

【trunk ColorMaterial class constructor】
--------------------------------------------------------------------------------
-----------------------
public function ColorMaterial( color:Number=0xFF00FF, alpha:Number = 1,
initObject:Object=null )
{
    this.fillColor = color;
    this.fillAlpha = alpha;
}
--------------------------------------------------------------------------------
-----------------------

Is there any possibility if it's a bug?
or
I would like to know if it wasn't originally assumed that the "initObject"
would be used as my example.


Next, I examined ColorMaterial class of branches.
Then, the following data showes that its the third arguments is changed to
"interactive:Boolean".

【branches ColorMaterial class constructor】
--------------------------------------------------------------------------------
-----------------------
public function ColorMaterial( color:Number=0xFF00FF, alpha:Number = 1,
interactive:Boolean = false )
{
    this.fillColor = color;
    this.fillAlpha = alpha;
    this.interactive = interactive;
}
--------------------------------------------------------------------------------
-----------------------

Does this mean the "initObject" would be disused?

I would appreciate it if you could check my opinion.

Original issue reported on code.google.com by [email protected] on 9 Mar 2008 at 10:06

sphere material change on-the-fly

i needed to change these lines [181-182] in Sphere.as [greatwhite branch]
to be able to change the material on the fly:

if (j<(aVtc.length-1))  aFace.push( new Triangle3D(this, new
Array(aP1,aP2,aP3), null, new Array(aP1uv,aP2uv,aP3uv)) );
if (j>1) aFace.push( new Triangle3D(this, new Array(aP1,aP3,aP4), null, new
Array(aP1uv,aP3uv,aP4uv)) );

to these:

if (j<(aVtc.length-1))  aFace.push( new Triangle3D(this, new
Array(aP1,aP2,aP3), material, new Array(aP1uv,aP2uv,aP3uv)) );
if (j>1)            aFace.push( new Triangle3D(this, new Array(aP1,aP3,aP4),
material, new Array(aP1uv,aP3uv,aP4uv)) );

[in the trunk revision, it's like this, i wonder why you replaced material
with null...]

Original issue reported on code.google.com by [email protected] on 22 Feb 2008 at 5:43

Object rotation X,Y,Z is not accurate

What steps will reproduce the problem?
1. Create a cube object
2. rotate the object 90 degrees on Y axis
3. rotating the object on X or Z axis makes the same move, I can't rotate
it on object's Z or the stage's X axis

What is the expected output? What do you see instead?
expected output is to rotate the object on x and z axis differently, but I
see the same movement when rotationY is 90

What version of the product are you using? On what operating system?
Beta 1.7

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 4 Sep 2007 at 3:09

Collada object with FlatShadeMaterial throws exception during render

What steps will reproduce the problem?

1. Construct the Collada object with a material list that contains a
FlatShadeMaterial instance:

var materialsList:MaterialsList = new MaterialsList ( );
materialsList.addMaterial ( new FlatShadeMaterial ( pointLight, 0xff0000,
0x000000 ), "ERVectorFlatRedMedium" );
thing = new Collada ( "thing.dae", materialsList );

2. Render the object.


What is the expected output? What do you see instead?

I expected to see the object rendered with shaded sides but instead the
following exception was thrown during the render:

TypeError: Error #1009: Cannot access a property or method of a null object
reference.
    at
org.papervision3d.materials.shadematerials::FlatShadeMaterial/drawTriangle()
    at org.papervision3d.core.render.command::RenderTriangle/render()
    at org.papervision3d.render::BasicRenderEngine/doRender()
    at org.papervision3d.render::BasicRenderEngine/renderScene()
    at PaperBase/onEnterFrame()


What version of the product are you using? On what operating system?

Papervision3D Public Alpha 2.0 - Great White (14.2.08)

Windows XP, Flash CS3


Please provide any additional information below.

The problem is that no light matrix has been generated for the 3D object
that the triangle is associated with. The reason that no light matrix
exists is that the 3D object has been assigned a material of
MaterialObject3D.DEFAULT in Collada.buildObject. Since this default
material does not implement IUpdateBeforeMaterial, then
MaterialManager.updateMaterialsBeforeRender skips it and it would have been
during that step that the light matrix would have been calculated. My
workaround then was to change this line in Collada.buildObject:

instance.material = MaterialObject3D.DEFAULT;

with this project-specific one:

instance.material = _materials.getMaterialByName("ERVectorFlatRedMedium");


Original issue reported on code.google.com by [email protected] on 24 Feb 2008 at 7:15

Number3D Resides in memory after DisplayObject3D is removed.

What steps will reproduce the problem?
1. Create DisplayObject3D Instances
2.
3.

What is the expected output? What do you see instead?
Number3D Resides in memory when DisplayObject3D is removed

What version of the product are you using? On what operating system?
1.7b

Please provide any additional information below.

The following is set to private static and ends up remaining in memory so
as new objects are created old ones remain and they stack up.

    /**
    * Relative directions.
    */
    static private var FORWARD  :Number3D = new Number3D(  0,  0,  1 );
    static private var BACKWARD :Number3D = new Number3D(  0,  0, -1 );
    static private var LEFT     :Number3D = new Number3D( -1,  0,  0 );
    static private var RIGHT    :Number3D = new Number3D(  1,  0,  0 );
    static private var UP       :Number3D = new Number3D(  0,  1,  0 );
    static private var DOWN     :Number3D = new Number3D(  0, -1,  0 );

Could we have a dispose( ) or destroy( ) method to set these to null? That
way it would be optional. There are 9 in total that reside in memory when
everything gets destroyed I have managed to get rid of 2 so far because
they were public.

Thanks

Original issue reported on code.google.com by [email protected] on 25 Feb 2008 at 4:36

Stack Overflow in LazyRenderEngine

In the LazyRenderEngine class exists a recursion:

public function get viewport():Viewport3D
{


    return viewport;


}

Have to be:
return _viewport;

Original issue reported on code.google.com by [email protected] on 5 Dec 2007 at 12:08

MovieAssetMaterial Custom Class

I would like to add a custom class to the movie asset and be able to call
functions on that custom class. As it currently in the MovieAssetMaterial
class my custom class is instantiated and added but there is no reference
to it in the MovieAssetMaterial class so custom functions can't be called
on it (making using a custom class a bit useless). Will there be any
adverse effects if I add a reference to the class and if there are no bad
effects can this be a "feature" added. 


Original issue reported on code.google.com by [email protected] on 19 Feb 2008 at 3:34

InteractiveSceneManager mouse move crash

What steps will reproduce the problem?

1. Created a Flex project based on http://www.flashbookmarks.com/demos/form/
2. Added a BitmapEffectsLayer layer with a BlurFilter and a Tweener to adjust 
the z distance.
2. Added a slider and a button to trigger and control effects.
3. When running the app under Flex debugger, if I move the mouse as the app is 
loading, I get a 
crash. If I leave the mouse alone, it starts up and runs fine.

What is the expected output? What do you see instead?

Crash into debugger with a null dereference error. 

What version of the product are you using? On what operating system?

Latest Effects branch, but I suspect the problem also exists under GreatWhite. 
Running under 
MacOS Leopard with Flex 3 beta3.


Please provide any additional information below.

The error was tracked down to InteractiveSceneManager:handleMouseMove. In the 
last 'if' 
statement where it says:

            }else if(renderHitData.hasHit )

renderHitData is null at this point. A simple test seems to solve the problem:

            }else if(renderHitData && renderHitData.hasHit )


Original issue reported on code.google.com by raminf on 5 Feb 2008 at 7:48

Remove material

I'm using an animated MovieMaterial that periodically I need to reload a
MovieClip.
So, I needed some way to get rid of the MovieMaterial that is not needed
anymore.

The way I'm doing is setting 
movieMaterial.movie = null

and then on MovieMaterial.updateAnimatedBitmaps method, I check if the
material haves .movie property and if not, I'm setting material = null and
continue;

So, it would be easier if there is some method like
unregisterAnimatedBitmap(), or just removeMaterial()

Original issue reported on code.google.com by [email protected] on 17 Oct 2007 at 8:44

DAE_Y_UP not handling in DAE class (GW rev 523)

What steps will reproduce the problem?
1. update DAE class to handle Y_UP option from *.dae files

The scene didn't match the one we see in 3D editing application


GW rev 523. Windows XP SP2


that moment correctly handling in Effects Branch of PV3D:
_yUp = (this.document.asset.yUp == ASCollada.DAE_Y_UP);

if(this._yUp)
{
        //
}
else
{
this._rootNode.rotationX = 90;
this._rootNode.rotationY = 180;
}

Original issue reported on code.google.com by [email protected] on 9 Apr 2008 at 10:19

my patch of MovieScene3D.as and DisplayObjectContainer3D.as


MovieScene3D.as 
--------------------ADD-----------------------------
//remove child related storage in MovieScene3D
//containerList
//spriteList
//and child in the render sprite childlist
//I'm doing the oppsite step toward MovieScene3D.addchild

--------------------ADD-----------------------------
public override function removeChild( child:DisplayObject3D ):DisplayObject3D{
        var removed:DisplayObject3D=super.removeChild(child);
        for(var i:int=0;i<containerList.length;i++){
            if(removed.container==containerList[i]){
                this.containerList.splice(i, 1);
            }
        }

        container.removeChild(removed.container);

        delete spriteList[removed];

        return removed;
    } 

--------------------ADD-----------------------------

DisplayObjectContainer3D.as

removeChildByname(name:string) may return null
--------------------MODIFY--------------------------
public function removeChild( child:DisplayObject3D ):DisplayObject3D
    {
        //removeChildByname(name:string) may return null // must check here
        if(child){
            delete this._childrenByName[ this._children[ child ] ];
            delete this._children[ child ];

            child.parent = null;
            child.root = null;

            return child;
        }
        return null;

    }

--------------------MODIFY--------------------------

Original issue reported on code.google.com by [email protected] on 21 Jul 2007 at 8:27

MovieScene3D destructed but the sprite each child still remain on the render sprite

What steps will reproduce the problem?
1. var scene:MovieScene3D=new MovieScene3D()
2. adding child to scene
3. scene=new MovieScene3D()

What is the expected output? What do you see instead?
old render not remove from the sprite

What version of the product are you using? On what operating system?


Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 21 Jul 2007 at 8:33

ColorMaterial Alpha parameter

It doesn't make sense have the default for the parameter alpha in the
ColorMaterial class constructor to 100.

I checked and you are using the class flash.display.Graphics to render this
material, more specifically the following call:

graphics.beginFill( material.fillColor, fillAlpha );

In the class Graphics the alpha value can vary from 0 to 1. So I suggest
you to divide the alpha parameter in the class constructor by 100 and make
clear in the documentation that it will vary from 0 to 100. Or change the
default value to 1 and make clear in the documentation that the parameter
expected value can vary from 0 to 1.

Original issue reported on code.google.com by [email protected] on 15 Jun 2007 at 1:45

Possible null reference in Sound3D

The play method in sound 3D should possibly be changed from

public function play(startTime:Number = 0, loops:int = 0,
sndTransform:SoundTransform = null):void
{
    soundChannel = sound.play(startTime, loops, sndTransform);
    setVolume(0);
    setPan(0);
}

to

public function play(startTime:Number = 0, loops:int = 0,
sndTransform:SoundTransform = null):void
{
    soundChannel = sound.play(startTime, loops, sndTransform);
    if (soundChannel)
    {
        setVolume(0);
        setPan(0);
    }
}

This is because sound.play() will return null in some circumstances, such
as the maximum of 32 sound channels already being reached.

Original issue reported on code.google.com by [email protected] on 6 Apr 2008 at 10:42

scene.stats.points, scene.stats.polys, scene.stats.triangles ouputs 0

What steps will reproduce the problem?
1. Setup any MovieScene3D
2. Trace the scene.stats values

What is the expected output? What do you see instead?
More than 0 ;) Where I got 0


Please provide any additional information below.
scene.stats.performance and scene.stats.rendered works fine.

Original issue reported on code.google.com by [email protected] on 30 Apr 2007 at 5:55

Downloading the Development zip from Venice is CORRUPTED.

What steps will reproduce the problem?
1. http://papervision3d.googlecode.com/svn/trunk/ papervision3d
2. Can't unzip, file is corrupted (using MAC Pro Intel).

What is the expected output? What do you see instead?
Corrupt zip file error.

What version of the product are you using? On what operating system?
version: N/A
OS: MAC OS X

Please provide any additional information below.
Nothing to do with the actual build, but the link on googlecode.com is corrupt.

Original issue reported on code.google.com by [email protected] on 11 Jul 2007 at 1:23

pv3d component error Access of possibly undefined property sceneRotation through a reference with static type org.papervision3d.components.as3.flash9:PV3DColladaScene.

What steps will reproduce the problem?
1. installed component 1.5 or 1.5.1
2. setup the component in flash cs3
3. test movie

What is the expected output? What do you see instead?
Access of possibly undefined property sceneRotation through a reference 
with static type org.papervision3d.components.as3.flash9:PV3DColladaScene.

What version of the product are you using? On what operating system?


Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 2 Aug 2007 at 9:20

BitmapFileMaterial issue: default fillColor is not applied

What steps will reproduce the problem?
0. BitmapFileMaterial.LOADING_COLOR = 0x555555
1. var mat = new BitmapFileMaterial(image_url)
2. var plane = new Plane(mat, 300, 400, 1, 4)
3. stage.addChild(plane)

Expected background 0x555555 while images are loaded. Nothing is rendered 
instead.

Mac OS X 10.4.10, Flash CS3, as3 trunk r117.

Please apply this diff to materials/BitmapFileMaterial.as

override public function drawFace3D(instance:DisplayObject3D, 
face3D:Face3D, graphics:Graphics, v0:Vertex2D, v1:Vertex2D, 
v2:Vertex2D):int
    {
-       if(bitmap == null) return 1;
+       if (bitmap == null)
+       {
+         var x0:Number = v0.x;
+       var y0:Number = v0.y;
+       var x1:Number = v1.x;
+       var y1:Number = v1.y;
+       var x2:Number = v2.x;
+       var y2:Number = v2.y;
+
+       graphics.beginFill( fillColor, fillAlpha );
+       graphics.moveTo( x0, y0 );
+       graphics.lineTo( x1, y1 );
+       graphics.lineTo( x2, y2 );
+       graphics.lineTo( x0, y0 );
+       graphics.endFill();
+         return 1;
+       }


Original issue reported on code.google.com by [email protected] on 29 Jul 2007 at 5:11

Can't use multiple cameras/scenes/viewports in Effects branch

What steps will reproduce the problem?
1. Create multiple cameras/scenes/viewports in different sprites
2. Only the last group will render
3.

What is the expected output? What do you see instead?
I expect to see a layered set of 3D scenes, but I only see the topmost.

What version of the product are you using? On what operating system?
2.0 Greatwhite - effects branch.  Mac OS 10.4

Please provide any additional information below.
Works as expected in 2.0 alpha


Original issue reported on code.google.com by [email protected] on 20 Dec 2007 at 3:29

rendering issue on as2, caused by rev81

What steps will reproduce the problem?

rendering any textured plane on AS2 version (since both sides aren't same
color, I guess, for in that case it can't be noticed)

you can see this happening here: http://s19382.gridserver.com/ , or in the
attached pictured. looks like it's the texture's first pixel column
repeated in the end.

it is okay with previous revision

Original issue reported on code.google.com by [email protected] on 23 Jun 2007 at 11:35

Attachments:

children with same name

What steps will reproduce the problem?
1. scene add two object
2. remove child by name didn't remove two object properly(one will remain
on the storage, and no other way to remove it)

What is the expected output? What do you see instead?


What version of the product are you using? On what operating system?
PV 1.5

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 22 Jul 2007 at 5:22

import org.papervision3d.objects.Plane not found with components 1.5.1

What steps will reproduce the problem?
1. Just try to import org.papervision3d.objects.Plane with the components 
1.5.1 , it's not working , not found.  Work when you download the classes 
package you offer but not with the components.. maybe something missing in 
it?

What is the expected output? What do you see instead?


What version of the product are you using? On what operating system?
1.5.1

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 27 Jul 2007 at 11:31

Collada.as deserialize problem

What steps will reproduce the problem?
1. I am using FDT to develop and it points out this error.  No need to do
anything to reproduce.  The XMLList() function requires one parameter.
2.
3.

What is the expected output? What do you see instead?
Wrong number of arguments. Expect at least 1 but have found 0. "XMLList" at
line 623 column 19.

What version of the product are you using? On what operating system?
Beta 1.7, 20.08.07

Please provide any additional information below.
I can see that version 1.5 has the same error.  




Original issue reported on code.google.com by [email protected] on 21 Feb 2008 at 10:21

GreatWhite documentation and MetaData

What steps will reproduce the problem?
Doesn't apply.

What is the expected output? What do you see instead?
Documentation for GW. No proper documentation.

Please use labels and text to provide additional information.
Add metadata to events for all event dispatching classes, for FB code hinting.
Complete as3docs when adding/changing classes (entire team), help john
document.



Original issue reported on code.google.com by [email protected] on 9 Apr 2008 at 10:50

Plane + MovieMaterial with smooth = true causes freezing

What steps will reproduce the problem?
1. Add a MovieMaterial with smooth=true to a Plane.
2. Position the plane parallel to the camera so it will become flat and
almost disappear.
4. The rendering will suffer long pauses the thinner the plane becomes.
3. Kill the Flash Player process when it stops responding.

What is the expected output? What do you see instead?
The plane should render without such a performance hit.

What version of the product are you using? On what operating system?
Papervision3D Beta RC1, Windows XP SP2

Please provide any additional information below.
When the plane gets approximately parallel to the camera, in a way that it
becomes so thin that it's almost invisible, Papervision3D will take huge
frame rate drop when rendering. Disabling smoothing will fix the problem.

Original issue reported on code.google.com by [email protected] on 30 Apr 2007 at 6:56

DisplayObject3D rotation properties don't respect scale

What steps will reproduce the problem?
1. Create a plane in modeler of choice.
2. Modify the planes scale
3. Export Collada
4. Load Collada in Papervision
5. Modify rotationX, Y, or Z properties

What is the expected output?

The mesh should rotate as expected and maintain its scale.

What do you see instead?

Existing scale is not respected.

What version of the product are you using?

AS3 RC1


Original issue reported on code.google.com by [email protected] on 18 Jun 2007 at 5:49

LivePreviewParent package name conflicts with directory structure in SVN

Upon checking out the latest version of Papervision3d and creating a Flex
library project to compile into a swc, the build failed because
LivePreviewParent's package name is fl.livePreview which conflicts with
it's directory structure.

Current layout:
  src/com
  src/fl
  src/fl/data
  src/livePreview/LivePreviewParent.as  <-----
  src/org

Either the package name must be changed to just livePreview (to match the
existing directory structure) and all references updated, or the
livePreview folder must be relocated under fl to match the package name.

Potential fix:
  src/com
  src/fl
  src/fl/data
  src/fl/livePreview/LivePreviewParent.as  <-----
  src/org


Original issue reported on code.google.com by [email protected] on 16 Jul 2007 at 4:07

MaterialsList children management

I was looking at the MaterialsList class and noticed that the
addMaterial() method increments the _materialsTotal property as new
materials are added the the list.  However, removeMaterial() doesn't
decrement the total.  It's possible for the numMaterials getter to
return an inaccurate total.

I'm guessing the decrement doesn't take place because there is no
validation that a material existed prior to trying to remove it.  It
might make more sense to check for the material in the list, if it
exists then delete it and decrement the total count otherwise do nothing.

I'm also wondering about why the addMaterial() and removeMaterial()
methods would return the same material object passed in?  Wouldn't the
calling object already have a reference to the material prior to the
call? It shouldn't need to receive a reference back for the object it
passes in.  I can somewhat see an argument for it with addMaterial() if
you do something like addMaterial(new MaterialObject3D(...)) but not
with removeMaterial() since you wouldn't use new.

Maybe MaterialsList should have the public function
contains(material:MaterialObject3D):Boolean which the addMaterial() and
removeMaterial() methods could use to check existance prior to their
actions.

Original issue reported on code.google.com by [email protected] on 2 May 2007 at 10:50

MovieMaterial resize UpdateBeforeRender Problem

What steps will reproduce the problem?
1. Create a cube panorama with moviematerial faces with a 1000px square color 
fill in the mc's 
graphics object.
2. load six bitmaps of a different size with Loader, and on COMPLETE, addChild 
the Loaders into 
the mc's

What is the expected output? What do you see instead?
expected: that the movieclip would be properly fit onto the cubefaces
instead: in the part of the panorama that is visible when the bitmaps are 
loaded in the material is  
applied wrong resulting in a rectangle that is out of place, while the rest of 
the panorama is 
properly textured.  

This problem only happens IF the mc changes size when a new, larger child is 
added to it.


What version of the product are you using? On what operating system?
GreatWhite (Feb. 18 download) and Effects Branch


Please provide any additional information below.

SOLUTION: in MovieMaterial.as the updateBeforeRender function needs to be 
slightly modified.  
The below, note the recreateBitmapInSuper flag, and the crucial line, bitmap = 
super.createBitmap( bitmap );, will solve the problem:

        public function updateBeforeRender(renderSessionData:RenderSessionData):void
        {
            if(_animated){
                // using int is much faster than using Math.floor. And casting the variable 
saves in speed from having the avm decide what to cast it as
                var mWidth:int = int(movie.width);
                var mHeight:int = int(movie.height);


                if( allowAutoResize && ( mWidth != bitmap.width || mHeight != bitmap.height ) 
)
                { 
                    // Init new bitmap size
                    initBitmap( movie );

                    var recreateBitmapInSuper:Boolean = true;
                }

                drawBitmap();

                if (recreateBitmapInSuper)
                    bitmap = super.createBitmap( bitmap );
            }       
        }


Original issue reported on code.google.com by [email protected] on 27 Feb 2008 at 6:21

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