[Dir3d-l] Re: activex 3d problem
Mal Mal
malachyduffin at gmail.com
Fri Jan 26 17:01:40 EST 2007
Hi Paul,
Would the additional step have been grabbing the image of the 3D
member ( using the 3dmember.defaultRect property to ensure that the
image is exactly the same ), and pasting it to the stage below the 3D
sprite, to give the illusion that nothing has changed during the 1x1
pixel 3d sprite re-DTS-ing period?
It would be great if there was a more straight forward way of course!
Regards...
Mal
On 1/26/07, Paul Johnson <me at pauljohnson.com> wrote:
> Hi Mal,
>
> The idea is that resizing leaves a screen artifact that hides the
> flicker... but I need to revisit this as the below code is not
> working for me either... but there is a way of doing this because I
> have done it successfully in the past. I think the below code is
> leaving out a step...
> I am working on a project that will require me to revisit this in the
> next couple days.
> I'll let you know what I come up with.
>
> -Paul
>
> On Jan 26, 2007, at 11:22 AM, Mal Mal wrote:
>
> > Paul wrote...
> >
> >> Here's another fix that seems to work.
> >> If mouseLoc = point(0,0) then set the 3d sprite directToStage to
> >> FALSE.
> >> As soon as you get a mouse event switch directToStage to TRUE.
> >> You can avoid having the 3d sprite flicker by changing modes using
> >> this
> >> code which uses the screen artifact to hide the flicker:
> >
> >> baseRect = g3dSprite.rect
> >> g3dSprite.rect = rect(0,0,1,1)
> >> g3dSprite.directToStage = TRUE
> >> updatestage
> >> g3dSprite.rect = baseRect
> >
> >
> > Hi Paul,
> >
> > It's great to hear that setting the 3D sprite to non-DTS and back
> > could be a possible way to fix the mouse focus problems.
> >
> > However, the code above seems to still give a flicker ( the sprite
> > basically disappears for that amount of time ), which is similar to
> > the effect I get when DTS is toggled directly. Are you sometimes
> > getting worse results when toggling DTS without re-sizing?
> >
> > Regards...
> > Mal
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