no, newer version is better tech wize and can handle way more. the diff lays into the transition class, smoothing out sequence changes. Result is an illusion of seamless movements. Basically you get interpolations on top of interpolation at animation swaps for a duration that you can define. Default being 10 iterations. Under F10, this means on average machines that you have a +-250 ms bridge from last played sequence to the new one. And our eyes are loving this.
It's on the todo. Fabrice On Jul 27, 2011, at 10:06 AM, dbow wrote: > That's true, I'm using the older version because the MD2 model > animation is smoother. Maybe it's because the model vertices positions > are interpolated. Anyway it still works better in the older version. > > On Jul 25, 4:54 pm, richardolsson <[email protected]> wrote: >> If you are using the ResourceManager than you are using an extremely >> old version of the library. Please make sure that you pull the latest >> library from GitHub often, or you will get a shock when 4.0 is finally >> released with all the changes that have been happening over the last >> couple of months. >> >> Cheers >> /R >> >> On Jul 25, 12:26 pm, dbow <[email protected]> wrote:> Hi Coffius! >>> I've had the same problem. >>> The model is without texture (white) because you apply the texture before >>> the model is completely loaded by the* ResourceManager *(it loads the >>> model asynchronously). >>> I've solved this problem by checking the *subMeshes.length* property of the >>> *Mesh* object that contains the loaded 3d model data. >> >>> // in class body >>> [Embed(source="/../embeds/ogrobase.jpg")] >>> private var MyTexture : Class; >> >>> private var mesh:Mesh; >> >>> // load 3D object >>> resourceManager = ResourceManager.instance; >>> mesh = Mesh(resourceManager.getResource("assets/ogre.md2")); >> >>> (...) >> >>> // for debugging purposes you can put the code below in onRenderFrame or >>> similar method >>> // proper implementation would require separate event handling >>> if(mesh.subMeshes.length > 0) { >>> mesh.material = new BitmapMaterial(new MyTexture().bitmapData); >> >>> } >> >>> BR, >>> dbow >> >>> http://www.doublebow.net
