thnx
i will try that

Le 16/10/2011 16:38, Michael IV a écrit :
If you post your questions on Away3D.com forum you get more chances to get answered.


On Sun, Oct 16, 2011 at 4:33 PM, fabrice wolf <fabrice.w...@gmail.com <mailto:fabrice.w...@gmail.com>> wrote:

    Hey Rob
    Sorry but there are really things i do not understand while
    loading external assets.
    here is part of my script :

    private function loadObjects():void
            {
                //var context:AssetLoaderContext = new
    AssetLoaderContext();
                var loader:Loader3D = new Loader3D();
                loader.addEventListener(AssetEvent.ASSET_COMPLETE,
    onAssetComplete);
                loader.load(new URLRequest("assets/test/test.3ds"),new
    Max3DSParser());
                this.scene.addChild(loader);

            }
    private function onAssetComplete(event:AssetEvent):void
            {
                trace("on asset loaded "+event.asset.name
    <http://event.asset.name>+" type="+event.asset.assetType);
                switch (event.asset.assetType) {
                    case AssetType.MESH :
                        trace("asset loaded mesh "+event.asset.name
    <http://event.asset.name>);
                        mesh = event.asset as Mesh;
                        mesh.castsShadows = true;
                        mesh.material = material;

                        break
                    case AssetType.BITMAP :
                        var bmp:BitmapDataAsset = event.asset as
    BitmapDataAsset;
                        trace("material info"+bmp.name <http://bmp.name>);
                        material = new BitmapMaterial();
                        material.bitmapData = bmp.bitmapData;
                        material.shadowMethod = new
    FilteredShadowMapMethod(this.light);
                        material.lights = [this.light];
                        material.gloss = 30;
                        material.specular = 1;
                        material.ambientColor = 0x303040;
                        material.ambient = 1;
                        break;
                    default:

                        break;
                }

            }
    the problem is the following one : on my traces, i see the texture
    Uvmapped about my objet is well loaded, but the mesh itself
    doesn't.  have also tried to do the same with
    assetLibrary.load(..) with the same result. If i request to load
    the jpg , it works, if i request to load the 3ds, it load the jpg ....
    I really understand nothing at all ... Does anyone has a simple
    sample about how to load an external mesh ?

    PS: just in case, the textures, material etc... has to have
    width/height to be an exposure of 2, and max 2048. This was not
    the case in away3D 3.6.

    Le 12/10/2011 22:56, Rob Bateman a écrit :
    Hey Fabrice

    there will be more demos in the away3d-examples-fp11 folder of
    this nature in the coming weeks. But to answer your question
    directly, yes there is. You can use the mapUrl() method of the
    AssetLoaderContext that is passed as an optional parameter in all
    load operations in Away3D if you are having trouble local/global
    filepaths, or you can set the includeDependencies property to
    false and manually handle the initialisation of materials by
    setting up an assetComplete event handler for all material assets
    encountered in the AssetLibrary parser.



    On Wed, Oct 12, 2011 at 8:58 PM, fabrice wolf
    <fabrice.w...@gmail.com <mailto:fabrice.w...@gmail.com>> wrote:

        Hi
        I am currently trying to upgrade my 3D map engine from 3.6 to
        4.0.
        I used to use TextureQueue, but it seems we have to use
        AssetLibrary class now.
        My problem is that i can't embed the assets in my swf's, i
        need to load them then to build dynamically the objects.
        In 3.6, i was using 2 texturequeues feeded with xmls, one to
        load the texture, the other to load the normalmaps, and when
        i was sure everyhting was well laoded, i loaded the 3ds and
        build the objetcs and the meshes with good textures and
        normal maps.
        I have really look everywhere, but i have found no tutorial,
        niether explanation anywhere on how to load assets in 4.0.
        Anyone could help me ? Is there a solution to "push" urls of
        assets to load in the assetlibrary, then to load everthing at
        once ?
        any help would be faaaar welcome
        fabrice




-- Rob Bateman
    Flash Development & Consultancy

    rob.bate...@gmail.com <mailto:rob.bate...@gmail.com>
    www.infiniteturtles.co.uk <http://www.infiniteturtles.co.uk>
    www.away3d.com <http://www.away3d.com>

-- Fabrice Wolf
    Ludoptin / Machiavelic SARL
    Tel : 04 84 25 25 78




--
Michael Ivanov ,Senior Programmer
Neurotech Solutions Ltd.
www.neurotechresearch.com <http://www.neurotechresearch.com>
http://blog.alladvanced.net
Tel:054-4962254
mich...@neurotech.co.il <mailto:mich...@neurotech.co.il>
t...@neurotech.co.il <mailto:t...@neurotech.co.il>


--
Fabrice Wolf
Ludoptin / Machiavelic SARL
Tel : 04 84 25 25 78

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