It sure helps a lot! Thanks for the explanation

I know that the previous synchronous way was achieved by using a
container and, even if it's quicker to use in some circumstances, I
like the new async mode a lot more.
That said, I'm glad we would still be able to use the dirty way with
Loader3D for simpler tasks.

Even the rest of the inner logics is very clear and it really makes
sense to me. Being able to listen to events from a specific loading
request and knowing which kind of assets are being completed are great
features.

Just another quick question:
In case multiple resources sharing a common asset name, what will happen?
For example, for some reason I load two car models, both with meshes
named "body", "wheel" etc. how do i decide which one to retrieve via
getAsset("name") ? I'll have to use the multiton nature of the
AssetLibrary or it has something to do with the AssetLoaderContext?

btw, great work, can't wait to test it :)

Bianco Alessandro



2011/5/6 richardolsson <[email protected]>:
> sure you have a look at the document in my original post in this
> thread, as it may contain more useful information!

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