For the first error below, I was using a version of Broomstick older than
Richard's latest github push (63feb0893e3e0c42c146).
I was loading 3 OBJ models with Loader3D (and default AssetLibrary
underpinning), each with its own texture. The last Loader3D to call load()
was the only one displayed on screen. I did this as an experiment - really
I want 1 OBJ file with 3 differently textured areas, but I split the meshes
up in an effort to debug.
After updating my local copy to Richard's latest commit, the problem went
away. All 3 Loader3Ds loaded and showed on screen successfully, as
expected. WTG!! However there is still another error.
Because I really want to load one OBJ file with 3 texture maps, I attempted
to do just that. This fails - only one texture map from the source OBJ is
shown on screen. The other two are somehow overridden in the load process
(my traces show all 3 are being loaded, but to the same assetFullPath:
'default,bitmap').
Any ideas?
Relevant source in class MyExample:
var _container:Loader3D;
public function MyExample()
{
//...
Loader3D.enableParser(OBJParser);
_container = new Loader3D();
_container.scale(10);
_container.addEventListener(AssetEvent.ASSET_COMPLETE, onResourceComplete);
_container.load(new URLRequest('assets/barrel.obj'));
//...
}
private function onResourceComplete(e : AssetEvent) : void
{
trace('onResourceComplete. asset.name: ' + e.asset.name + ',
asset.assetFullPath: ' + e.asset.assetFullPath);
}
//Resulting traces:
PAUSING PARSE!
[SWF]
Users:rosssmith:prj:flashbuilder:molehill_carnival:bin-debug:molehill_carnival.swf
- 352,158 bytes after decompression
onResourceComplete. asset.name: bitmap, asset.assetFullPath: default,bitmap
onResourceComplete. asset.name: bitmap, asset.assetFullPath: default,bitmap
onResourceComplete. asset.name: bitmap, asset.assetFullPath: default,bitmap
RESUMING PARSE
onResourceComplete. asset.name: obj0, asset.assetFullPath: default,obj0
--
Ross Smith
[email protected]