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!

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