If I have the image hard coded into my class, I do not get any errors and my
3D image loads.
[Embed("panels/BrownPanel.jpg")]
private static const BROWNPANEL:Class;
this.panelTexture = [new BROWNPANEL().bitmapData];
Guessing the bitmapdata is loaded at compile time.
however, when I try to load the image at run time, I keep getting an error
saying the bitmapData needs to be non-null.
I have tried loaders of all kinds and I keep getting errors as if the
bitmapdata is not loaded yet at runtime. I have tried using Image,
BitmapImage, Bitmap. Still no joy.
I could post code on my loaders but I have tried so many variations. Ones
that supposedly work.
Here is the base classes code where the error is happening in my Shape3D.as
Class.
graphics.clear();
//draw
for (i = 0; i < len; i++) {
graphics.beginFill(colors[i]);
graphics.drawTriangles(vertices, indices[i],
null,
TriangleCulling.NEGATIVE);
graphics.endFill();
graphics.beginBitmapFill(texture[i], null,
true, true);
graphics.drawTriangles(vertices, indices[i],
uvt[i],
TriangleCulling.NEGATIVE);
}
//finish
graphics.endFill();
What do I need to do so that the bitmapdata is actually loaded?
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