Thanks for the advice.  I cleaned up the text fields.  The new link
is:
http://www.nanolegends.com/Away3Dswfload/Broomsticktest2.zip

I still canot seem to get the Away3d content of the swf to load.  The
unload and transfer logic seems to work properly.  If I could get the
cube and sphere to appear, I would be good.

Thanks again for your time in looking at this.

Bryan

On May 25, 9:40 pm, Choons <[email protected]> wrote:
> huh - well I looked at it, but it's a weird problem. The first thing I
> noticed is the mouse cursor changing to a text selector on most of the
> page which makes me think your text field is covering most of the
> screen. Strangely though, I can't even tell how you added that text
> since it isn't in the code anywhere I can find. If I was you, instead
> of scrolling that text in one big field, I'd add a single text field
> each for your post render and framecount values and then just update
> the text value. Choose an outline or background color for the text
> fields so you can see whether they are out of the way.
>
> On May 25, 7:10 pm, bryan rickertsen <[email protected]>
> wrote:
>
>
>
> > Here are the 
> > files:http://www.nanolegends.com/Away3Dswfload/Broomsticktest.zip
>
> > Starttest.html starts the master swf.  It loads test1, using
> > test1stub.  Press shift a to advance to test2 via test2stub.  Press
> > shift a to advance to test3 via test3stub.
>
> > I run it in IE. Run test1.html to see what I expected to see.
>
> > Thanks for your time with this.
>
> > Bryan
>
> > On May 25, 6:30 pm, Choons <[email protected]> wrote:
>
> > > sure I'm game to look at it
>
> > > On May 25, 6:22 pm, bryan rickertsen <[email protected]>
> > > wrote:
>
> > > > Thanks for asking.
>
> > > > NO error messages.  When I load the swf, I see textfields as expected
> > > > and
> > > > AwayStats as expected, but none of the Away3D objects appear. When I
> > > > just
> > > > run the swf in my browser, all the objects appear as expected.
>
> > > > I have a model that demonstrates my problem if you would like to see
> > > > it.
>
> > > > On May 25, 12:16 pm, Choons <[email protected]> wrote:
>
> > > > > when you say doesn't work, what exactly is it doing wrong? any error
> > > > > codes?
>
> > > > > On May 25, 11:38 am, bryan rickertsen <[email protected]>
> > > > > wrote:
>
> > > > > > This may just be a molehill issue, but since there is lots of 
> > > > > > molehill
> > > > > > expertise in this group, I am hoping someone can suggest a way to 
> > > > > > find
> > > > > > a solution.
>
> > > > > > I am working on a video game.  I began in Papervision3D in 2010.
> > > > > > Because of unsatisfactory performance, I converted to Away3D 
> > > > > > 3.6/FP10
> > > > > > in early 2011.  Also for performance reasons, the strategic design 
> > > > > > of
> > > > > > the game involves creating each game level in its own swf and using 
> > > > > > a
> > > > > > master swf to unload the current swf level and load the next swf 
> > > > > > game
> > > > > > level when needed.  The strategy worked in Away3D 3.6/FP10.  
> > > > > > However,
> > > > > > on slower machines the game ran at only 2-4 fps.  So I am now
> > > > > > converting to Broomstick/Molehill.  The game levels are great in
> > > > > > Broomstick/Molehill and we are even enhancing some of our graphics.
> > > > > > However, in Broomstick/Molehill, I am not able to make the same swf
> > > > > > loading logic work.  Here is my loader logic:
>
> > > > > > package {
> > > > > >         import flash.display.MovieClip;
> > > > > >         import flash.events.Event;
> > > > > >         import flash.events.MouseEvent;
> > > > > >         import flash.media.Sound;
> > > > > >         import flash.net.URLRequest;
> > > > > >         import flash.display.Loader;
>
> > > > > >         public class Test1Stub extends MovieClip {
> > > > > >                 public var swfcounter:int=0;
> > > > > >                 public var loader:Loader=new Loader  ;
> > > > > >                 public var mcExternal:MovieClip;
> > > > > >                 private var startup:Startup;
> > > > > >                 public var Introswf:MovieClip;
> > > > > >                 public var Playerdimensions:Object;
>
> > > > > >                 public function Test1Stub():void {
> > > > > >                         startup=parent as Startup;
> > > > > >                         loadswf();
> > > > > >                 }
>
> > > > > >                 function loadswf():void {
> > > > > >                         this.addChild(loader);
>
> > > > > >                         loader.load(new URLRequest("Test1.swf"));
> > > > > >                         
> > > > > > loader.contentLoaderInfo.addEventListener(Event.COMPLETE,swfIn);
> > > > > >                 }
>
> > > > > >                 function swfIn(e:Event):void {
> > > > > >                         loader.x=0;
> > > > > >                         loader.y=0;
> > > > > >                         
> > > > > > loader.contentLoaderInfo.removeEventListener(Event.COMPLETE,swfIn);
> > > > > >                         Introswf=loader.content as MovieClip;
> > > > > >                         loader.addEventListener("close",unloadSWF);
> > > > > >                 }
> > > > > >                 function unloadSWF(event:Event):void {
> > > > > >                         loader.unloadAndStop();
> > > > > >                         removeChild(loader);
> > > > > >                         
> > > > > > loader.removeEventListener("close",unloadSWF);
> > > > > >                         loadnewswf();
> > > > > >                 }
> > > > > >                 public function loadnewswf():void {
> > > > > >                         startup.stepAhead("Test2");
>
> > > > > >                 }
> > > > > >         }
>
> > > > > > }
>
> > > > > > Also, in the swf to be loaded, I use this logic:
>
> > > > > > if (stage == null)
> > > > > >                 {
> > > > > >                         
> > > > > > this.addEventListener(Event.ADDED_TO_STAGE,addstagelisteners);
> > > > > >                 }
> > > > > > private function addstagelisteners(e:Event):void
> > > > > >                 {
> > > > > >                         stage.frameRate = 30;
> > > > > >                         createUI();
> > > > > >                         
> > > > > > stage.addEventListener(Event.ENTER_FRAME,onEnterFramex);
> > > > > >                         init()
> > > > > >                 }
>
> > > > > > Does anyone have any idea why this would work for FP10 but not FP11,
> > > > > > or how to make it work in FP11.
>
> > > > > > Thanks for your help.
>
> > > > > > Bryan Rickertsen- Hide quoted text -
>
> > > > > - Show quoted text -- Hide quoted text -
>
> > > - Show quoted text -- Hide quoted text -
>
> - Show quoted text -

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