yes, Prefab handles only one material per mesh for now. Pretty sure it will not help at all saying this now: that will change later on :))
Fabrice On Mar 25, 2010, at 5:20 PM, Aurélien Nauwelaers wrote: > Hi, > Thanks for your answer. I'd read your previous posts about this > problem too ;) > > Yes, it seems to me too that the problem comes from multiple textures > loading. > I tried transforming the weak references created in Loader3D and > AbstractParser into strong references, in case that would prevent the > Garbage Collector to delete the loaders before their work is finished, > but it didn't change anything. > > Does your solution (loading separately the meshes and then the > textures) require AWD files to work ? Or can it be done successfully > with 3DS files ? > > I'm looking into Prefab right now. But it has trouble correctly > loading my 3DS, and it seems to me that it can't handle more than one > texture per model (which I really need). Hmm... > > > > On 25 mar, 15:08, Reinorvak <[email protected]> wrote: >> 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 :) > > To unsubscribe from this group, send email to > away3d-dev+unsubscribegooglegroups.com or reply to this email with the words > "REMOVE ME" as the subject. To unsubscribe from this group, send email to away3d-dev+unsubscribegooglegroups.com or reply to this email with the words "REMOVE ME" as the subject.
