yep i know, thanks, but i like to keep my libraries connected to the source, so i can keep track of changes and update easily
i could make an exception for this time, we'll see :) it depends if i find the time to play before the svn is updated or not btw, I guess that soon or later i'll have to give up and start using git, the rest of the world demands it :) Bianco Alessandro 2011/5/6 richardolsson <[email protected]>: > @Alessandro: > I'm glad you like it! Are you aware that GitHub lets you very easily > download a ZIP file so you can get the source from their (and just > unzip into your src folder) even if you don't actually use Git. > > See download button in top right on this page: > https://github.com/away3d/away3d-core-broomstick > > Cheers > /R > > > On May 6, 4:49 pm, Alessandro Bianco <[email protected]> wrote: >> that's awesome :) couldn't be simpler and powerful >> >> thanks for these insights Richard, can't wait to see it in the svn to >> start playing with >> >> Bianco Alessandro >> >> 2011/5/6 richardolsson <[email protected]>: >> >> >> >> >> >> >> >> > @Alessandro: >> > This is not properly documented yet, because it's not properly >> > implemented yet, but if two assets with the same name are parsed into >> > the library, the default behavior is that the second one will be >> > renamed. Exactly how is not decided yet, and will be configurable >> > using strategy classes, but it will by default be something like >> > "originalname_1". >> >> > All assets however still have an originalName property, which will be >> > the name that the asset had in the original file. You can use this in >> > your ASSET_COMPLETE handler to identify it and store a reference to it >> > in a variable if you want. >> >> > This however can all be circumvented using what we call "namespaces". >> > When you use the load() and parseData() methods, you'll see that the >> > fourth (I think) parameter is one called "namespace". You'll also see >> > the same parameter in getAsset(). By default no namespace (null) is >> > used, but if you know that you need to load two cars that each will >> > contain "body" meshes, you can specify different namespaces for the >> > two loads. >> >> > AssetLibrary.load(new URLRequest('car1.awd'), null, null, 'car1'); >> > AssetLibrary.load(new URLRequest('car2.awd'), null, null, 'car2'); >> >> > Then if you want to retrieve the body of the first car, you'll know >> > that it's in the "car1" namespace: >> >> > AssetLibrary.getAsset('body'); // Looks in default namespace, nothing >> > found >> > AssetLibrary.getAsset('body', 'car1'); // Finds body of first car >> > AssetLibrary.getAsset('body', 'car2'); // Finds body of other car >> >> > Hope this helps! >> >> > Cheers >> > /R >> >> > On May 6, 12:19 pm, Alessandro Bianco <[email protected]> wrote: >> >> 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!
