real depth computing

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DominiqueBray
Posts: 100
Joined: Sun Sep 17, 2006 2:32 pm
Location: France

real depth computing

Post by DominiqueBray »

Hello

2d planes are in a 3d space in AS and it is useful, but there is a problem when 2 objects cross each other.

Here is a simple example :
Create two squares, then x-rotate one of them so they cross themselves. Here is what it looks like :
Image
Weird isn't it ?

We should get something like this :
Image

Of course, I tried putting them in a group and select "Sort layers by depth" and "sort by true distance", but this does not solve the problem.

I guessed out that the program only sort layers according to the z value of their origin, while it should compute for each pixel which thing is in front of another thing.


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Here is another example, from an old topic of mine. Let's take "Tutorial 6.8_2.moho" file as example.

If I just translate Lenny to put him behind a part of the 3d object :
Image
he still appears in front of that because its layer is above the 3d layer :
Image = Image
And if I put the Lenny layer below the 3d layer, Lenny appears behind the whole 3d object :
Image = Image

He should appear like that : (fake picture)
Image

So I went to project settings and checked "sort layers by depth" and "sort by true distance".
As long as the Lenny's z value is lower than the 3d object's center, Lenny is behind the whole object.
Image = Image

But as soon as Lenny's z value gets greater than the 3d object's center, Lenny is in front of the whole object !
Image = Image


AS uses a 3d world so I think it must compute real 3d depth instead of just sorting according to the origin.
Ok, in some cases we can fiddle about to avoid the problem, but not all the time. I do need this feature to make my animations in a 3d world.

So please Mike (or any other developer if there are) add this must-have feature to your great software AS.
________
MURCI?LAGO
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