I've been fighting with these loaders for several months, I switched
models several times as well. I've had this occur every time with
models in obj or dae. Only place it didn't occur was in the awd (an
Away3D model type with PreFab).

Also, this problem only seems to occur with textured models for some
reason. Really the base way to solve this, or at least the best way
I've come to terms on how to solve this, is you load all your models
in individually with a queue order. Then when they model's done you
load its corresponding texture. If you can get the name of the mesh to
come across, I suggest using that as a way to get the file name for
the image.

At least that's how I've solved this for now. Currently, we can have
as many models as we want on the loader and we never fail to load a
model with its texture this way.

Hope this helps.

On Mar 25, 7:50 am, Aurélien Nauwelaers <[email protected]>
wrote:
> No, the problem is the same with this method.
> In fact, I previously programmed it your way ; but i feared that
> adding the listeners only after using the load() method might cause
> this strange lack ef event triggering (in case the model would be
> loaded just after the load, but before the listeners are given).
> Anyway, I switched back to your method just in case, but it doesn't
> change anything.
>
> I noticed that the failure chances are higher when I load several
> models simultaneously, but I still have roughly 10% of fail when
> loading only one model at a time.
> It is also higher when I test my project online than offline.
>
> The Loader3D "bitmapLoaded" and "bitmapTotal" seem to point at first
> to the 3DS object, then to the successive textures of this model.
> It looks like, randomly, one of these texture loadings can happen to
> fail (at 0%, 100% or any inbetween), and this doesn't trigger any
> event.
>
> Is this a known bug ?
>
> On 24 mar, 22:31, juliancruz87 <[email protected]> wrote:
>
> > hi why not try the following way I loaded my perfect all 3ds models,
> > we should note that it is much better to try textures and 3DMax Studio
> > that things are not used as materials, and others, only texture
> > images, I always use this code, and it has worked perfectly in all
> > projects
>
> > first create a variable
>
> > var object3DS: Loader3D;
>
> > then assemble,
>
> > object3DS = Max3DS.load (assets/objeto.3ds ", (texturePath:
> > assets /));
> > view.scene.addChild (object3DS);
>
> > if you need access to properties object3D then use the following code
> > for example
>
> > object.handle and then the 3D object properties such as an alpha
>
> > object3DS.handle.ownCanvas = true;
> > object3DS.handle.alpha =. 5;
>
> > I hope this will be helpful whenever I use it and have not had any
> > flaws. the same way you can apply the error events, success, load.
>
> > On 24 mar, 13:53, Aurélien Nauwelaers <[email protected]> wrote:
>
> > > My 3DS or DAE loadings happen to freeze, apparently randomly and
> > > without dispatching any event.
>
> > > This is the code I use to load 3DS files :
>
> > >         var initObject:Object = { useGroups:true };
> > >         var parser: AbstractParser = new Max3DS( initObject );
> > >         var loader:Loader3D = new Loader3D();
> > >         loader.addOnProgress( onProgress );
> > >         loader.addOnSuccess( onSuccess );
> > >         loader.addOnError( onError );
> > >         loader.loadGeometry( urlObjet, parser );
>
> > > (Plus necessary callback functions.)
>
> > > Most of the times it works perfectly, onProgress and onSuccess are
> > > called when necessary and the model appears.
> > > But sometimes (about 10% chances), the loading gets stuck at either
> > > 0%, 100% (frequent) or any random value between them, according to the
> > > last call of onProgress.
> > > In such case, onProgress stops, and neither onSuccess nor onError
> > > functions are called. The model isn't displayed, even with permanent
> > > view.render().
>
> > > I use the latest version of the Away3D svn.
>
> > > Do you have any idea of what went wrong ?
> > > Many thanks in advance :)

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