>
> I'm not sure what you are thinking about when you say "Resource", but
> to the Away3D loading system a resource is a file and it's
> dependencies, i.e. a logical source of data that can be parsed into
> assets. I'm not sure how such a resource could be more interesting
> than the contained assets, but please explain your use case to help me
> understand.
>

Conceptually we're talking about the same thing, I think.

I want to populate my scene with barrels, toys, balls, etc - created in
Blender and exported as a set of OBJs.  My theory is that I can reduce load
time by loading each of these things once, though I'll need lots of copies
of them running around in the application.

I was taking the approach that the AssetLibrary could be used to batch
pre-load all these OBJs and their dependent materials, and once preloading
was finished, I could begin instancing and positioning these objects with
code.  After I started down that track I found no way to retrieve my
"barrel.obj", etc from the AssetLibrary.

How would you approach this - specifically, retrieving and duplicating
loaded models?  It seems like a routine thing to do, and I'm
over-complicating it.


>
> On May 16, 8:32 pm, Ross Smith <[email protected]> wrote:
> > @Richard, that makes sense.  The nested nature of the assets eluded me
> when
> > I first wrote this question.
> >
> > The jist of my question revolves around the difference between retrieving
> > and instancing an asset vs. a resource.  AssetLoader dispatches a
> > RESOURCE_COMPLETE event when a stack of dependent assets pertaining to a
> > single, initial load request has finished.  I don't see a facility in
> here
> > (other than the namespace) to index that top-level resource for later
> > retrieval and duplication.  For my client application, it's more useful
> to
> > have handles to those top-level requests than to their more granular
> > dependencies, which is what threw me with the "name" property at the
> start.
> >
> > If I could retrieve that top-level resource request and the tree of
> > dependent assets it loaded, I could easily clone it and drop it into my
> > scene.  Alternately if I can retrieve all the assets in a given namespace
> I
> > could write the code to do that myself (which I've been trying to do, to
> > some success).  And if it's my job to write that to the specific logic of
> my
> > application, that's a fine answer and I'll take it.  Either way, thanks
> for
> > the patience :)
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > On Mon, May 16, 2011 at 2:16 PM, richardolsson <[email protected]>
> wrote:
> > > @Ross:
> >
> > > It is unfortunately absolutely impossible to create a general-purpose
> > > way to define a name before loading a resource. Most file formats can
> > > contain more than one asset (at the very latest, a resource usually
> > > consists of at least a single mesh, one material and one bitmap.)
> > > Which of these assets would get the name? As you can imagine, there is
> > > no way for us to dictate such a thing, so you need to take care of
> > > that yourself, because you are the only one who knows what you're
> > > loading.
> >
> > > The easiest way, like Choons is suggesting, is to listen for
> > > ASSET_COMPLETE and pick a name that you like in that event.
> >
> > > Cheers
> > > /R
> >
> > > On May 16, 7:11 pm, Ross Smith <[email protected]> wrote:
> > > > Hello,
> >
> > > > I've been surfing through the AssetLibrary, AssetLoader,
> > > AssetLoaderToken,
> > > > etc files and looking for where the name of a loaded asset is set.
>  I'm
> > > > trying to help myself before I take a question to the list, and this
> one
> > > has
> > > > me stumped.  I can't find a way to associate a name to an asset at
> the
> > > time
> > > > that I pass a URLRequest into AssetLibrary.load().  Ideally I'd like
> to
> > > name
> > > > the asset so I can inspect its load state.
> >
> > > > At the moment I'm writing my own asset management class to interface
> with
> > > > AssetLibrary to obtain this functionality via an associative array of
> > > > AssetLoaderTokens.  I'd rather do it the library's way than my own,
> if
> > > the
> > > > library does or will support this :)
> >
> > > > Thanks again for all the work done on Broomstick!
> >
> > > > --
> > > > Ross Smith
> > > > [email protected]
> >
> > --
> > Ross Smith
> > [email protected]




-- 
Ross Smith
[email protected]

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