If you post your questions on Away3D.com forum you get more chances to get answered.
On Sun, Oct 16, 2011 at 4:33 PM, fabrice wolf <fabrice.w...@gmail.com>wrote: > Hey Rob > Sorry but there are really things i do not understand while loading > external assets. > here is part of my script : > > private function loadObjects():void > { > //var context:AssetLoaderContext = new AssetLoaderContext(); > var loader:Loader3D = new Loader3D(); > loader.addEventListener(AssetEvent.ASSET_COMPLETE, > onAssetComplete); > loader.load(new URLRequest("assets/test/test.3ds"),new > Max3DSParser()); > this.scene.addChild(loader); > > } > private function onAssetComplete(event:AssetEvent):void > { > trace("on asset loaded "+event.asset.name+" > type="+event.asset.assetType); > switch (event.asset.assetType) { > case AssetType.MESH : > trace("asset loaded mesh "+event.asset.name); > mesh = event.asset as Mesh; > mesh.castsShadows = true; > mesh.material = material; > > break > case AssetType.BITMAP : > var bmp:BitmapDataAsset = event.asset as > BitmapDataAsset; > trace("material info"+bmp.name); > material = new BitmapMaterial(); > material.bitmapData = bmp.bitmapData; > material.shadowMethod = new > FilteredShadowMapMethod(this.light); > material.lights = [this.light]; > material.gloss = 30; > material.specular = 1; > material.ambientColor = 0x303040; > material.ambient = 1; > break; > default: > > break; > } > > } > the problem is the following one : on my traces, i see the texture Uvmapped > about my objet is well loaded, but the mesh itself doesn't. have also tried > to do the same with assetLibrary.load(..) with the same result. If i request > to load the jpg , it works, if i request to load the 3ds, it load the jpg > .... > I really understand nothing at all ... Does anyone has a simple sample > about how to load an external mesh ? > > PS: just in case, the textures, material etc... has to have width/height to > be an exposure of 2, and max 2048. This was not the case in away3D 3.6. > > Le 12/10/2011 22:56, Rob Bateman a écrit : > > Hey Fabrice > > there will be more demos in the away3d-examples-fp11 folder of this nature > in the coming weeks. But to answer your question directly, yes there is. You > can use the mapUrl() method of the AssetLoaderContext that is passed as an > optional parameter in all load operations in Away3D if you are having > trouble local/global filepaths, or you can set the includeDependencies > property to false and manually handle the initialisation of materials by > setting up an assetComplete event handler for all material assets > encountered in the AssetLibrary parser. > > > > On Wed, Oct 12, 2011 at 8:58 PM, fabrice wolf <fabrice.w...@gmail.com>wrote: > >> Hi >> I am currently trying to upgrade my 3D map engine from 3.6 to 4.0. >> I used to use TextureQueue, but it seems we have to use AssetLibrary class >> now. >> My problem is that i can't embed the assets in my swf's, i need to load >> them then to build dynamically the objects. >> In 3.6, i was using 2 texturequeues feeded with xmls, one to load the >> texture, the other to load the normalmaps, and when i was sure everyhting >> was well laoded, i loaded the 3ds and build the objetcs and the meshes with >> good textures and normal maps. >> I have really look everywhere, but i have found no tutorial, niether >> explanation anywhere on how to load assets in 4.0. >> Anyone could help me ? Is there a solution to "push" urls of assets to >> load in the assetlibrary, then to load everthing at once ? >> any help would be faaaar welcome >> fabrice >> > > > > -- > Rob Bateman > Flash Development & Consultancy > > rob.bate...@gmail.com > www.infiniteturtles.co.uk > www.away3d.com > > > -- > Fabrice Wolf > Ludoptin / Machiavelic SARL > Tel : 04 84 25 25 78 > > -- Michael Ivanov ,Senior Programmer Neurotech Solutions Ltd. www.neurotechresearch.com http://blog.alladvanced.net Tel:054-4962254 mich...@neurotech.co.il t...@neurotech.co.il