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 :)
> 
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