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List:       osflash-sandy
Subject:    [Sandy] [sandy commit] r916 -
From:       codesite-noreply () google ! com (codesite-noreply at google ! com)
Date:       2009-02-22 14:04:56
Message-ID: 0016364ece04f507360463825e1a () google ! com
[Download RAW message or body]

Author: makc.the.great
Date: Sun Feb 22 05:36:38 2009
New Revision: 916

Modified:
    trunk/sandy/as3/trunk/src/sandy/core/scenegraph/mode7/Mode7.as

Log:
- depth bugfix (posistive default depth)
- depth setter (to be skybox-friendly)

Modified: trunk/sandy/as3/trunk/src/sandy/core/scenegraph/mode7/Mode7.as
==============================================================================
--- trunk/sandy/as3/trunk/src/sandy/core/scenegraph/mode7/Mode7.as	 
(original)
+++ trunk/sandy/as3/trunk/src/sandy/core/scenegraph/mode7/Mode7.as	Sun Feb  
22 05:36:38 2009
@@ -108,8 +108,8 @@
  				_near = near;
  				_far = far;
  			}
-		}
		
		public function clear():void
		{
			_container.graphics.clear();
		}
		
		// The container of this object
		public function get container():Sprite
		{
			return _container;
		}
		// The depth of this object
		public function get depth():Number
		{
			return -Number.MAX_VALUE;
		}
-
		public override function cull( p_oFrustum:Frustum, p_oViewMatrix:Matrix4,  
p_bChanged:Boolean ):void
		{
			super.cull( p_oFrustum, p_oViewMatrix, p_bChanged );
			// check if we need to resize our canvas
			scene.renderer.addToDisplayList( this );
		}
		
		public function display( p_oContainer:Sprite = null  ):void
		{
			_prevOK = false;
			var i:int, di:int = 1, di_1:int;
			for (i = 0; i <= _numLines; i += di)
			{
				_yCurrent = _altitude + _yMinTilted + i * _yStep;
				_zCurrent = _zMinTilted + i * _zStep;
				
				if (_yCurrent - _altitude != 0)
				{
					_t = -_altitude / (_yCurrent - _altitude);
					if (_t >= _near)
					{
						_zProj = _t * _zCurrent;
						_xAmplitude = _t * _ratioWidthHeight * _length;
						if (_prevOK)
						{
							if (_t <= _far)
							{
								// TODO top-down order? for this is fucking backwards.
								if (_xAmplitude - _xAmplitudePrev < precision) {
+		}
		
		public function clear():void
		{
			_container.graphics.clear();
		}
		
		// The container of this object
		public function get container():Sprite
		{
			return _container;
		}
		// The depth of this object
		private var _depth:Number = +Number.MAX_VALUE;
		public function get depth():Number
		{
			return _depth;
		}
+		public function set depth(d:Number):void
		{
			_depth = d;
		}

		public override function cull( p_oFrustum:Frustum, p_oViewMatrix:Matrix4,  
p_bChanged:Boolean ):void
		{
			super.cull( p_oFrustum, p_oViewMatrix, p_bChanged );
			// check if we need to resize our canvas
			scene.renderer.addToDisplayList( this );
		}
		
		public function display( p_oContainer:Sprite = null  ):void
		{
			_prevOK = false;
			var i:int, di:int = 1, di_1:int;
			for (i = 0; i <= _numLines; i += di)
			{
				_yCurrent = _altitude + _yMinTilted + i * _yStep;
				_zCurrent = _zMinTilted + i * _zStep;
				
				if (_yCurrent - _altitude != 0)
				{
					_t = -_altitude / (_yCurrent - _altitude);
					if (_t >= _near)
					{
						_zProj = _t * _zCurrent;
						_xAmplitude = _t * _ratioWidthHeight * _length;
						if (_prevOK)
						{
							if (_t <= _far)
							{
								// TODO top-down order? for this is fucking backwards.
								if (_xAmplitude - _xAmplitudePrev < precision) {
  									i -=di; di++; continue;
  								} else {
  									if (di > 1) di_1 = di - 1;


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