Thanks for the info anyways ;)
Oh, and BTW, it's a great job already !

On 25 mar, 17:39, Fabrice3D <[email protected]> wrote:
> 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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