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Posted on 09.12.2011 by Nehmad, Ariel
Thanks all for your suggestions and bugs ;)
(same links as always or here)
Enjoy!
* changed - specular formula, now is source color additive instead of multiply allowing specular for dark objects.
(same links as always or here)
Enjoy!
* changed - specular formula, now is source color additive instead of multiply allowing specular for dark objects.
* added - some material validations. now isn't needed to build manually the tangent and bitangents for normal maps.
* added - scene.visible now shows/hides the entire scene.
* added - Pivot3D enterDrag and exitDrag events.
* added - NormalMapFilter OBJECT_SPACE and WORLD_SPACE techniques.
* fixed - bugs with mouse events when removing or dispose objects.
* fixed - bug when removing the container before dispose the scene.
* fixed - some issues with specular and specular map filters.
* fixed - bug in collada loader with animations inside other animations.
* fixed - issues with textures filterMode, wrapMode and mipMode during the shader compilation.
* fixed - issues with Pivot3DUtils.appendAnimations with same labels defined in multiple files.
Reply By mk, masterkitano 09.13.2011
already downloaded new version thx!. I have 2 issues found since previous release, and they remain in this new release:
there seems to be some diference on the multimaterials exported from 3d max, I believe the issue is on the shading color. im sending you a link of the diferences from the previous releases. the issue started just after updated the first flare3d 2 version compatible with the flash player RC1.
the second issue is in the SphereCollision: in the sphereCollision.intersect() method, collision is only set to true once, when it ocurred. after that, even both objects remain collisioning, it sends false, and there is no way to know if both object stoped intersecting, this is an issue when you for instance, put two objects at the same time and they are collisioning, somehow no collision is found. In my case, this is what happends:
you can reproduce this with this code:
there seems to be some diference on the multimaterials exported from 3d max, I believe the issue is on the shading color. im sending you a link of the diferences from the previous releases. the issue started just after updated the first flare3d 2 version compatible with the flash player RC1.
the second issue is in the SphereCollision: in the sphereCollision.intersect() method, collision is only set to true once, when it ocurred. after that, even both objects remain collisioning, it sends false, and there is no way to know if both object stoped intersecting, this is an issue when you for instance, put two objects at the same time and they are collisioning, somehow no collision is found. In my case, this is what happends:
you can reproduce this with this code:
cube1 = new Cube("", 100, 100, 100);
cameraTarget.setPosition(0, 50, 0);
cube2 = new Cube("", 100, 100, 100);
scene.addChild(cube);
scene.addChild(cube2);
sphereCol = new SphereCollision(cube1, 50);
sphereCol.addCollisionWith(cube2);
trace(sphereCol.intersect());
this returns false, even they are actually colliding. is there a workaround on this?
and finally there is a third issue on this new release, I cant found the enterDrag and exitDrag methods on Mesh3D :S even the docs say there should be there :P.
this returns false, even they are actually colliding. is there a workaround on this?
and finally there is a third issue on this new release, I cant found the enterDrag and exitDrag methods on Mesh3D :S even the docs say there should be there :P.
Reply By mk, masterkitano 09.13.2011
lol, forgot the link, here it its the materials diferences from the flare previewer, and the new flare3D 2 release 2042
http://dl.dropbox.com/u/6716293/materialsDif.jpg
http://dl.dropbox.com/u/6716293/materialsDif.jpg
Reply By mk, masterkitano 09.14.2011
just found another issue. today I was performing some tests, and checked out that I was having some memory leaks, I didn't knew what was it so the only thing thata occurred to me was switching to a previos realease and it worked.
this is the scenario:
I create several Flare3Dloaders in a for cicle, and add them in to a dictionary:
for(){
var loader = flare3dLoader;
myDictionary[loader] = loader;
}
at some point in my code, y need to dispose this loaders, to load new ones, so I delete the proevious ones like this:
for(var loader:* in myDictionary)
{
( myDictionary[loader] as Flare3DLoader).dispose();
delete myDictionary[loader];
}
when I try this in release 2042, It says the object is disposed, however, the memory is never released.
when I switched to the 2041b release compatible with RC1, this works just great, it disposes the loaders correctly. is this a known issue? am I missing something? thx in advance
this is the scenario:
I create several Flare3Dloaders in a for cicle, and add them in to a dictionary:
for(){
var loader = flare3dLoader;
myDictionary[loader] = loader;
}
at some point in my code, y need to dispose this loaders, to load new ones, so I delete the proevious ones like this:
for(var loader:* in myDictionary)
{
( myDictionary[loader] as Flare3DLoader).dispose();
delete myDictionary[loader];
}
when I try this in release 2042, It says the object is disposed, however, the memory is never released.
when I switched to the 2041b release compatible with RC1, this works just great, it disposes the loaders correctly. is this a known issue? am I missing something? thx in advance
Reply By Laur, Pierre-Alain 09.14.2011
* fixed - bug when removing the container before dispose the scene.
That's funny (I posted this one), because now you fixed this, there is a bug when the container is removed AFTER the scene is disposed (so again, I switched instructions) :D :D
That's funny (I posted this one), because now you fixed this, there is a bug when the container is removed AFTER the scene is disposed (so again, I switched instructions) :D :D
Reply By Nehmad, Ariel 09.15.2011
@masterkitano 1: I can see the issue in the multimaterial...in previous version we were ignoring the second channel when it had color or shaded color....the issues is because in molehill version there isn't such thing like color or shaded color, we are just adding a color filter, but is not the same, we'll see what we can do, but to achieve the same result, we'll probably need to disable the lights for that material...what do you think?.
@masterkitano 2: sphere collision only returns true when the intersection happens..that not means that they are intersecting...because that, you only get the true value only once.
@masterkitano 3: the enterFrag and exitDrag are events not methods :P, you can test for collisions on exitDrag and call to slider or fixed to fix the object position.
@masterkitano 4: we'll check that, but try to avoid this myDictionary[loader] = loader; because the cross references ;)
@masterkitano 2: sphere collision only returns true when the intersection happens..that not means that they are intersecting...because that, you only get the true value only once.
@masterkitano 3: the enterFrag and exitDrag are events not methods :P, you can test for collisions on exitDrag and call to slider or fixed to fix the object position.
@masterkitano 4: we'll check that, but try to avoid this myDictionary[loader] = loader; because the cross references ;)
Reply By mk, masterkitano 09.15.2011
sorry for that typo, I dont know why I couldn't do the exitDrag, but aparently now I can, must have been a typo also haha. anyway, I ment "events" not "methods", the thing is, in the docs, its says enterDrag is an event from Pivot3D, but its not defined as a constant like:
Pivot3D.EXIT_DRAG, however, meanwhile im using cube.addEventListener("exitDrag", onDrag);
it'd be nice to be added as a constant. anyway, this enter and exit drag events are the real deal thx. very usefull =)
Pivot3D.EXIT_DRAG, however, meanwhile im using cube.addEventListener("exitDrag", onDrag);
it'd be nice to be added as a constant. anyway, this enter and exit drag events are the real deal thx. very usefull =)
Reply By mk, masterkitano 09.15.2011
BTW, thx for the last tip in the #4 issue =D. again, there is another error in this, the code is not myDictionary[loader] = loader; is myDictionary[itemID] = loader; where itemID is a string. sorry for that.
Reply By Huehmer, Tyler 09.27.2011
FYI, it appears that getMaterialByName() is not working in this version.
Reply By mk, masterkitano 09.28.2011
getMaterialByName() works OK with me, who are you using that method? maybe u're missing something.
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