There is a TortoiseGit, but I'm not sure how good it is. I think as
long as you're only updating ("pulling" in Git-lingo) anything should
work. I personally use the command-line Git because I'm a command-line-
kinda-guy, but others seem to like SmartGit (GUI app) and EGit
(Eclipse plug-in, e.g. for FDT and Flash Builder.)

Cheers
/R


On May 15, 10:04 pm, Choons <[email protected]> wrote:
> thanks much, Richard. So is there an app similar to TortoiseSVN for
> Git? I see on GitHub the download button, but it seems like a big
> waste of bandwidth to just continually keep downloading the whole
> Away3D library. I like how can I check for updates from TortoiseSVN
> and just have it download the changes.
>
> On May 15, 2:53 pm, richardolsson <[email protected]> wrote:
>
>
>
>
>
>
>
> > @Choons:
> > SVN is usually (and will continue to be) lagging behind a bit because
> > most of us are making our changes via Git. It is extremely obvious
> > right now because our changes have very big impact, but as we near a
> > final release the difference between SVN and Git will be smaller (even
> > if SVN will likely still be lagging behind.)
>
> > The error you are describing is definitely due to the fact that the
> > MTL can't be loaded from the URL it's assumed to be in, because the
> > OBJ format defines mtl file URLs as relative to the OBJ file, whereas
> > Flash loads files relative to the SWF file. This means that you have
> > to supply a base path for the MTL file, which with the old OBJParser
> > is done by passing a value for the resourcesURL to the constructor. In
> > the most recent version there is no need for this, because all URLs
> > are resolved by the AssetLoader as relative to the base file (OBJ file
> > in this regard) or to the dependencyBaseUrl if one is defined in the
> > AssetLoaderContext.
>
> > So, to fix this, either get the latest version from Git and it will
> > work out of the box with the code you already have, or instantiate
> > your OBJParser passing a resourcesURL to it's constructor and pass
> > that OBJ parser instance to the load call:
>
> > var parser : OBJParser;
>
> > parser = new OBJParser('path/to/');
> > AssetLibrary.load(new URLRequest('path/to/file.obj'), parser);
>
> > On a separate subject, don't think of the Loader3D class as the
> > opposite of the AssetLibrary. On the contrary, the Loader3D uses the
> > AssetLibrary internally by default, meaning that if you use Loader3D
> > you are most probably also using the AssetLibrary (perhaps without
> > knowing.) See the PDF I posted a while back which explains the way
> > that the new loading framework is designed.
>
> > Cheers
> > /R
>
> > On May 15, 8:21 pm, Choons <[email protected]> wrote:
>
> > > I have been using the SVN with TortoiseSVN, but it sounds like I
> > > should dump it for Git? Also, I want to take advantage of the Asset
> > > Library instead of using Loader3D. My code
>
> > > AssetLibrary.enableParser(OBJParser);
>
> > > AssetLibrary.addEventListener(AssetEvent.ASSET_COMPLETE,
> > > onLoadComplete);
> > > AssetLibrary.load(new URLRequest("../some.obj);
>
> > > isn't throwing a code error, the output is: ObjParser MTL LOAD ERROR:
> > > unable to load .mtl file
>
> > > if I comment out the mtlib line in the obj file I can get the mesh to
> > > load so I know the URLRequest set up is working fine
> > > On May 15, 3:23 am, richardolsson <[email protected]> wrote:
>
> > > > Hi,
>
> > > > First of all, are you using Git and if so have you pulled since
> > > > yesterday? The OBJParser was previously using it's own internal loader
> > > > to load MTL files, which crippled the dependency URL resolution
> > > > system, and this was fixed the day before yesterday. If you are using
> > > > an older version you need to specify the "resourcesURL" constructor
> > > > parameter to the OBJParser (and pass the OBJParser instance to the
> > > > load() method instead of relying on the automatic file format
> > > > detection.)
>
> > > > In case you are using the updated system (you'll know because there is
> > > > no resourcesURL parameter in the OBJParser constructor anymore)
> > > > something is definitely wrong. Are you not getting any errors? Is the
> > > > MTL and the OBJ placed in the same folder?
>
> > > > Since the day before yesterday, this is all that's necessary to load
> > > > an OBJ file, including it's textures, and add it to stage:
>
> > > > var loader : Loader3D = new Loader3D();
> > > > loader.load(new URLRequest('path/to/model.obj'));
> > > > myScene.addChild(loader);
>
> > > > Cheers
> > > > /R
>
> > > > On May 15, 9:27 am, Choons <[email protected]> wrote:
>
> > > > > Hi- I'm trying to get an OBJ and MTL working in Broomstick using the
> > > > > new Asset Library approach but cannot get the mtl to load. I've tried
> > > > > a couple of different obj models and their associated mtl files but no
> > > > > go. Would some kind soul please enlighten me with a snippet of code on
> > > > > loading up an obj/mtl model?

Reply via email to