if you set myMerge.disposeSources = true;
it does atempt to clear.

Just runned a test where I try after a merge with dispose on, to reuse the same 
source, and got null error. So Obvioulsy the problem lays else where.

> Works great, single mesh and multiple materials :)
really happy about that, this method was a serious pain :)

I have just noticed a little problem on merges mega unsanely huge meshes with 
multiple materials, no errors, but not propper display.
Will fix later on, it should probably not occur in most "normal" cases.

Fabrice

On May 11, 2011, at 5:44 PM, John Brookes wrote:

> Not sure if this is related to merge or the loader3d thing.
> 
> Have an obj file with a few meshes and materials
> 
> levelloader = new Loader3D;
> levelloader.load(new URLRequest(LEVEL_URL), new OBJParser(LEVELASSET_URL));
> levelloader.addEventListener(LoaderEvent.RESOURCE_COMPLETE, onLoadComplete);
> 
> private function onLoadComplete(e : LoaderEvent) : void
> {
> if (e.url ==LEVEL_URL)
> {
>     
> levelloader.removeEventListener(LoaderEvent.RESOURCE_COMPLETE,onLoadComplete);
>     
>     var merge:Merge = new Merge(false, true, true);
>     var city:Mesh = merge.applyToContainer(levelloader)
>     scene.addChild(city);
> 
> Works great, single mesh and multiple materials :)
> 
> But later I can still do
> for  ( i= 0; i < levelloader.numChildren; i++)
> {
>     trace(levelloader.getChildAt(i).name); //obj1...obj8
> )
> 
> tried levelloader.dispose(false) both on the children and leveloader
> levelloader.dispose(true) throws errors.
> 
> So erm how do you delete any reference to it?
> 

Reply via email to