do you trigger next load after the previous one has reached the success loaded?
On Mar 17, 2010, at 4:50 PM, Reinorvak wrote: > Yeah, I found that method while looking for a fix to Z-sorting, and it > results with the same as just using the plain loader. Some of the > models got through, but eventually one got stuck through the loader > and stopped the process. > > Could it be that the material texture's are too large, or do they need > to be a specific size for flash? Currently, the texture's were using > are UV maps at a size of 480x480 each. > > On Mar 17, 11:37 am, Fabrice3D <fabric...@gmail.com> wrote: >> try instead >> >> var loader:Loader3D = new Loader3D(); >> loader.addOnSuccess(onLoadedComplete); >> loader.addOnError(onLoadedError); >> var parser:Obj = new Obj({centerMeshes:true, useGroups:true}); >> loader.loadGeometry(e, parser); >> >> Fabrice >> >> On Mar 17, 2010, at 3:02 PM, Reinorvak wrote: >> >>> Hello Fabrice, >> >>> I've tested all the models individually beforehand, and they all work >>> fine. >> >>> Its more or less a problem of, if I load more the one model with a >>> texture, I will always get the first model, but I am never guaranteed >>> the second one. Depending on the run, the model can appear within the >>> scene, or it may not finish the loader when it reaches buildMaterials, >>> and just spin locks so that I never receive a complete event from the >>> OBJ loader. >> >>> The current way I'm doing loading is through a facade. I created a >>> class much like the MaterialLibrary for models to store objects so >>> that I never have to load the same model twice. This is what I'm doing >>> at the moment with the OBJ loader class, its just a simple var within >>> a function call. >> >>> var loader:Loader3D = Obj.load(url, { centerMeshes:true >>> } ); >>> loader.addOnSuccess(onSuccess); >>> loader.addOnError(onError); >> >>> Thanks again, >>> Rein >> >>> On Mar 16, 5:44 pm, Fabrice3D <fabric...@gmail.com> wrote: >>>> The new Obj parser, does trigger a complete event at first failure found >>>> on mtl. >>>> So make sure you do test your models one by one in Away3D. >>>> Prefab will not be a good help to test, because I have builded a queue >>>> that ensure every valid material gets assigned >>>> Ironically its been requested to me by users who wanted to use awd coming >>>> from obj :)) >> >>>>> I'm currently running off of the most recent SVN version of Away3D >>>>> FP9, and I've also tried the prefab AWData. I would use the AWData, >>>>> however, its a step in our artist pipeline we'd like to remove and >>>>> just use simple OBJ's from Maya. >> >>>> Makes me think I need to write that paper, and may be someone will one day >>>> write an exporter for max, maya etc... to awd format. >>>> It would indeed enhance the workflow... >> >>>>> All models load constantly and >>>>> nothing appears to be missing. With the materials loading, the models >>>>> sometimes load. Once in awhile, all the models will make it through >>>>> with their texture, but more often then not one will fail causing the >>>>> whole system to come to a screeching hault. >> >>>> but back to your problem, can you describe a bit more of what happends and >>>> what should be hapenning. >>>> Its not entirely clear to me atm. is your loader a var or a class var >>>> etc... >>>> Can you show the code, just the part where you declare the loader and the >>>> obj parser. >>>> you actually still can do the "old" static way, and it might indeed cause >>>> problems. >> >>>> Fabrice >> >>>> On Mar 16, 2010, at 9:03 PM, Reinorvak wrote: >> >>>>> Alright first off let me explain whats happening here. Currently, I've >>>>> got multiple models heading into the OBJ loader, one at a time. The >>>>> others are pushed onto a queue so that they don't over write anything. >>>>> Each of these models have no animation and only one texture. However, >>>>> there seems to be something weird going on with the Flash loader while >>>>> using the OBJ loader. >> >>>>> I'm currently running off of the most recent SVN version of Away3D >>>>> FP9, and I've also tried the prefab AWData. I would use the AWData, >>>>> however, its a step in our artist pipeline we'd like to remove and >>>>> just use simple OBJ's from Maya. >> >>>>> I've gone into the away3d files to try and resolve this issue myself, >>>>> but I've been dumb-founded by this. >> >>>>> However, if I tell the models to not load the materials, but simply >>>>> create a blank one, it runs fine. All models load constantly and >>>>> nothing appears to be missing. With the materials loading, the models >>>>> sometimes load. Once in awhile, all the models will make it through >>>>> with their texture, but more often then not one will fail causing the >>>>> whole system to come to a screeching hault. >> >>>>> I've tried everything in the book at this blasted thing, I've tried >>>>> adding timers, removing materials, changing materials, updating mtls, >>>>> updating objs, nothing in the world will give me a full 100% on models >>>>> loading constantly. >> >>>>> I've even done so far as to remove the materials entirely from the >>>>> models and load them at an entirely separate time, which does work. >>>>> But I'd like to be able to load the materials with the model encase of >>>>> a obj that contains more then one mesh/material. >> >>>>> So if anyone has any sort of idea, please help me out. >> >>>>> Thanks in advance, >>>>> Rein