I've been struggling with the new AssetLibrary this evening-

Mesh = Mesh(AssetLibrary.getAsset('nameOfMyMesh'));

if I understand correctly, the name comes from within the file that is
loaded. Experimenting with the lostsoul.md5mesh from the examples, I'm
not clear on where a name would come from looking at the contents of
that file. It's not a format I am familiar with. How do I query the
Asset Library from code to get a list of the names of the assets in
the library?

On May 13, 1:31 pm, richardolsson <[email protected]> wrote:
> @John:
>
> Just wanted to let you know that today I pushed the dependency-loading
> improvement that I mentioned before. It's on GitHub now and should be
> propagated to SVN before too long.
>
> This means that you will no longer be able to specify a "resourcesUrl"
> for OBJParser. Instead, you should rely on the regular
> AssetLoaderContext.dependencyBaseUrl property to define where the
> loader should look for MTL and texture files.
>
> If you need greater granularity than that we have also recently added
> a AssetLoaderContext.mapUrl() method to map one dependency URL to
> another. You can also still map a URL to embedded data using the
> AssetLoaderContext.mapUrlToData() if you prefer to embed your
> dependencies.
>
> Let us know if you have any thoughts about Away3D in general or the
> loading framework in particular! :)
>
> Cheers
> /R
>
> On May 6, 10:08 pm, John Brookes <[email protected]> wrote:
>
>
>
>
>
>
>
> > Think I've solved the obj mtl issue
>
> > before I was doing AssetLibrary.load(new URLRequest(LEVEL_URL)) and it
> > failed.
>
> > This is working, no missing mtl error.
> > eg
> > private var LEVEL_URL:String = '../src/indi001/object/IndiEstate6exp.obj';
> > levelfile =    AssetLibrary.load(new URLRequest(LEVEL_URL),new
> > OBJParser("../src/indi001/object/"));
>
> > But then after doing that realised that I would have to add each part of the
> > level. As there isn't (or I dont know) how to say just add the whole thang.
> > Plus not knowing what the part names are makes it a nightmare. (obj1...30).
> > Tried grouping the whole model and then adchild(obj0) but that didnt work.
>
> > Anyhoo
> > Im only using obj as it good for a quick test going from maya, so for now
> > Ill change that bit to a basic loader3d.
>
> > carry on :)

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