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Posts posted by Tavurth

  1. So it was very simple to make the change:

    // Each object has it's own JS position vector
    // Here we assign new a mesh position based on a subtraction of 
    // this mesh's position and the new origin's position
    // Save this object for use inside Object.each()
    var that = this;
    // Offset each of the meshes which belong to this object by an arbitrary position
    Object.each(this.meshes, function(mesh) {
      mesh.position = that.position.subtract(newOrigin.position);

    Using mootools for Object.each

  2. As a workaround to this problem, I guess I'll use the currently viewed object as the origin, and re-compute the position of other objects, using the current as an offset. (Not ideal since it'll be calculation heavy).

    Another workaround would be to play with sizes and distances until I find something that works, although taking this route will likely end up giving me problems in the future.

    Thank you for your help)

    Edit: Relevant information here: http://stackoverflow.com/questions/14761595/three-js-objects-shimmering-at-large-distances

  3. When using chains of parent objects, especially with large distances, the camera jumps all over the place:


    Problem kicks in just after a distance of 10,000,000.

    This could perhaps be solved by utilising https://github.com/MikeMcl/bignumber.js/

    Edit: Problem occurs when there's a large differential between the size and distance when using parent objects: