BTW some thought on AssetLibrary class.Can you guys expose _assets variable
into outside world?

So that we can do something like this:

for each(var m:Mesh in _myAssetLib){

  trace(m.name);
}

?

Thanks.


On Wed, May 18, 2011 at 2:15 PM, richardolsson <[email protected]> wrote:

> Yeah, so to elaborate on what Fabrice quotes above from GitHub; There
> will soon be a MESH_COMPLETE event that you can listen for, to avoid
> having to check assetType, if you'd prefer to do that. I will probably
> push it later today or tomorrow as part of another update to the
> AssetLibrary.
>
> Cheers
> /R
>
>
> On May 18, 1:04 pm, Fabrice3D <[email protected]> wrote:
> > last comments on github:
> > Investigate implementing separate COMPLETE events for every asset type,
> e.g. MATERIAL_COMPLETE, BITMAP_COMPLETE, MESH_COMPLETE et c. This would
> please good old Fabrice, as it would indeed make loading of simple meshes
> easier, and shouldn't be too hard to implement.
> >
> > Good old Fabrice :D
> >
> > On May 18, 2011, at 12:52 PM, Michael Iv wrote:
> >
> >
> >
> >
> >
> >
> >
> > > Richard you are right. But when checking for assetType ==
> AssetType.MATERIAL the debuger doesn't enter the statement at all. For more
> info ,what I do is loading 3Ds model assuming that its texture is loaded
> automatically. That is why I switched to BITMAP .Also would like to ask you
> as a complete N00b what are the cases I would receive AssetType.MATERIAL
> type ?
> >
> > > On Wed, May 18, 2011 at 1:47 PM, richardolsson <[email protected]>
> wrote:
> > > @Michael:
> > > That code looks dangerous. Right now you are assuming that the assets
> > > that are returned are either bitmaps or meshes. If a material is
> > > returned, that code will crash.
> >
> > > Either check for assetType == AssetType.MATERIAL (and set the assets
> > > mipmap property) or do what you do now but make sure to check that the
> > > asset is really a mesh (assetType == AssetType.MESH).
> >
> > > Cheers
> > > /R
> >
> > > On May 18, 12:42 pm, Michael Iv <[email protected]> wrote:
> > > > This worked:
> >
> > > > private function onAssetComplete(e:AssetEvent):void{
> > > > if(e.asset.assetType == AssetType.BITMAP){
> > > > BitmapDataAsset(e.asset).name;
> > > >  }else{
> > > > Mesh(e.asset).material.mipmap=false;
> >
> > > > }
> > > > }
> >
> > > > :) .
> > > > Feeling a total n00b with Away4 ;) !
> >
> > > > On Wed, May 18, 2011 at 1:33 PM, Michael Iv <[email protected]>
> wrote:
> > > > > @John it is 2048x512
> >
> > > > > @Richard so where do i ACCESS the mipmap property? on the material?
> >
> > > > > Tnx
> >
> > > > > On Wed, May 18, 2011 at 1:29 PM, John Brookes <
> [email protected]>wrote:
> >
> > > > >> or
> > > > >> Just resize the image in photoshop to power of 2 square
> > > > >> It will still work.
> >
> > > > > --
> > > > > Michael Ivanov ,Programmer
> > > > > Neurotech Solutions Ltd.
> > > > > Flex|Air |3D|Unity|
> > > > >www.neurotechresearch.com
> > > > >http://blog.alladvanced.net
> > > > > Tel:054-4962254
> > > > > [email protected]
> > > > > [email protected]
> >
> > > > --
> > > > Michael Ivanov ,Programmer
> > > > Neurotech Solutions Ltd.
> > > > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://
> blog.alladvanced.net
> > > > Tel:054-4962254
> > > > [email protected]
> > > > [email protected]
> >
> > > --
> > > Michael Ivanov ,Programmer
> > > Neurotech Solutions Ltd.
> > > Flex|Air |3D|Unity|
> > >www.neurotechresearch.com
> > >http://blog.alladvanced.net
> > > Tel:054-4962254
> > > [email protected]
> > > [email protected]
>



-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
http://blog.alladvanced.net
Tel:054-4962254
[email protected]
[email protected]

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