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 :) > > > 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.
