I do not recall speak about loaders anywhere.

Let me try one last time:

where AWData defines a material, it uses bitmapfilematerial

replace that with a normal bitmapMaterial
make a tmp bitmapdata like 16x16
pass it to material.

--> now you have replaced "load automatically the source image" by "I make a 
temp material with very tiny image"

Add after that your queue object or whatever name that is in the api you use

var queueItem:QueueItem =  new QueueItem(urlfile, material);
yourWhateverBulkLoader.addToQueue(queueItem);
you probably will have to import your class in awd for this. 

--> now you have passed to your api, the url to load the image, and the 
material refference

in the event where your queueloader triggers per loaded image
somefunctionImageLoaded(queueLoaderEvent:QueueLoaderEvent):void
{
        BitmapMaterial(queueLoaderEvent.data).bitmap = 
queueLoaderEvent.bitmapdata;
}

--> each time an image is loaded,  you replace the 16x16 tmp bitmap by the 
right one that has just finished to load

In your main project:
yourWhateverBulkLoader.addONEverythingLoaded(startawd);

--> when all images are loaded, its time to start the 3d party. all materials 
will have the propper bitmap set

Again, do not copypaste or argue on methods name, its a speudocode principle to 
show you how to implement.
It will very on api and your project construct.


But if you simply load all your images first then start your project when all 
loaded as now, with zero changes
the images to be loaded by awdata (already preloaded by the bulkloader) are 
probably cached and would be there instantly.

Fabrice



On Oct 22, 2010, at 11:16 AM, le_unam wrote:

> well i`m sure for you its no problem, but im not a pro like you ^^
> maybe you can help me when i give you some code.
> 
> as you know the awdata-line is the following:
> 
> _tree = BSPTree(AWData.parse(new BSPFile()));
> 
> i get access to the loaded images like this:
> 
> loader.getBitmap("filename.jpg");
> 
> what can i do with this? how can i change the awdata line :-/
> 
> 
> im really sorry for my missing knowledge
> 
> On 21 Okt., 17:21, Fabrice3D <[email protected]> wrote:
>> as I wrote in previous mail, just alter the awdata where it generates the 
>> bitmapfileMaterial
>> 
>> you could have a tmp small bmd, to pass instead of using bitmapfilematerial, 
>> then when loaded asign it to the material predefined.
>> dunno what these loaders api are doing, but building a loading queue is not 
>> rocket science. All you need is pass to queue item the ref to the material.
>> This would require one or two lines changes in awdata to be fully working.
>> 
>> Fabrice
>> 
>> On Oct 21, 2010, at 2:05 PM, le_unam wrote:
>> 
>>> how can i tell the _tree = BSPTRee(AWData.parse .... should get the
>>> images from the library than from images-directory?
>> 
>>> On 21 Okt., 12:33, Michael Iv <[email protected]> wrote:
>>>> That what I meant under "commercial project " :)
>> 
>>>> Sent from my iPhone
>> 
>>>> On Oct 20, 2010, at 2:45 PM, banal <[email protected]> wrote:
>> 
>>>>> You probably misread the license then. It is free for commercial use,
>>>>> *except* for projects where you charge a fee from the users that are
>>>>> using the product.
>>>>> In the words of the author:
>>>>> ----
>>>>> The code will be used in a commercial game, web site, component, or
>>>>> software product for which a usage/access/license/microtransaction fee
>>>>> is collected from multiple customers.
>>>>> ----
>> 
>>>>> That's the only case where you need to buy a "commercial" license. In
>>>>> most cases, this doesn't apply.
>> 
>>>>> On Oct 19, 2:41 pm, Michael Iv <[email protected]> wrote:
>>>>>> You are absolutely right it is even better in some aspects than Bulk BUT 
>>>>>> it
>>>>>> is not free for commercial use.
>> 
>>>>>> On Tue, Oct 19, 2010 at 2:39 PM, banal <[email protected]> wrote:
>>>>>>> Slightly off-topic, but if you like BulkLoader, have a look at
>>>>>>> "LoaderMax" (https://www.greensock.com/loadermax/).
>>>>>>> It's my new Bulk-Loader of choice :-)
>> 
>>>>>>> On Oct 18, 12:58 pm, Michael Iv <[email protected]> wrote:
>>>>>>>> You may use open source BulkLoader (see gogle code) powerful lib for
>>>>>>>> managing multiple loads
>> 
>>>>>>>> On Mon, Oct 18, 2010 at 12:49 PM, le_unam <[email protected]> wrote:
>>>>>>>>> what does bulk load mean? never heard about it = /
>> 
>>>>>>>>> On 18 Okt., 12:34, Fabrice3D <[email protected]> wrote:
>>>>>>>>>> Just bulk load the images, once loaded you init the awd file
>> 
>>>>>>>>>> Fabrice
>> 
>>>>>>>>>> On Oct 18, 2010, at 11:48 AM, le_unam wrote:
>> 
>>>>>>>>>>> Hey, i have finished my first bsp project and now i want to create
>>>>>>> a
>>>>>>>>>>> preloader cause it is not really nice, if the user has a white
>>>>>>> screen
>>>>>>>>>>> first and the textures show up step by step. so how to do a
>>>>>>> preloader
>>>>>>>>>>> when created a project with prefab? any tipps?
>> 
>>>>>>>> --
>>>>>>>> Michael Ivanov ,Programmer
>>>>>>>> Neurotech Solutions Ltd.
>>>>>>>> Flex|Air
>>>>>>> |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://
>>>>>>> www.meetup.com/GO3D-Games-Opensource-3D/
>>>>>>>> Tel:054-4962254
>>>>>>>> [email protected]
>>>>>>>> [email protected]
>> 
>>>>>> --
>>>>>> Michael Ivanov ,Programmer
>>>>>> Neurotech Solutions Ltd.
>>>>>> Flex|Air 
>>>>>> |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://www.meetup...
>>>>>> Tel:054-4962254
>>>>>> [email protected]
>>>>>> [email protected]

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