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

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