Hi! I had a problem when working with Away3d.

After loading some models (say, 3DS) with transformation matrices and displaying them on the screen, the lighting did not work correctly (there was no diffuse light), because wrong calculated vertices **normals** (and tangents). Moreover, the problem is relevant when HTML5 is used; under the Flash everything worked correctly. After a few hours of searching, I found that when transforming the geometry, normals (and tangents) of vertices are transformed using the Matrix3D.deltaTransformVector, but this function is not performed equally in the flash and in the openfl, so all the normals are shifted somewhere during the transformation.

So, i think in Matrix3D.deltaTransformVector instead of

return new Vector3D ((x * rawData [0] + y * rawData [4] + z * rawData [8] + rawData [3]), (x * rawData [1] + y * rawData [5] + z * rawData [9] + rawData [7]), (x * rawData [2] + y * rawData [6] + z * rawData [10] + rawData [11], 0);

in openfl, there is another calculations in Flash:

Return new Vector3D ((x * rawData [0] + y * rawData [4] + z * rawData [8]), (x * rawData [1] + y * rawData [5] + z * rawData [9]), (x * rawData [2] + y * rawData [6] + z * rawData [10]), (x * rawData [3] + y * rawData [7] + z * rawData [11]));

Now everything works correctly after fixing this function for openfl, it’s just an information, i think it must be fixed in openfl

Sorry for my english!