I was under the impression that FXG assets had to be available at compile time and could not be loaded at runtime. You should be able to isolate them into a SWC and create different versions of your app that way. In my mobile game that used FXG assets; I just compiled all assets into the final SWC and determined which ones to load at runtime.
If you wanted to optimize unused assets out of your app; you may be able to use the conditional compilation flags.
On 12/16/2014 4:05 AM, Tintin wrote:
Hello I completed the development of an application which displayed some complex FXG graphics last year. I have now been asked to create the same application but with a different set of graphics. We have created the new artwork (CAD to Illustrator to FXG) and rather than perform a 'save as' and start again I want to refactor my original application such that I keep the core application code and split out into external files the 2 sets of FXG files and their associated data. Possibly like a game with different levels. I currently intend to provide the user with an initial, quick to load, options window where they will choose which of the 2 environments to load. At this point I hope to load the associated FXG graphics and display them. I would welcome suggestions as to a good approach to do this please. I'm a little confused by RSLs, Modules and compiling my components into a separate SWF file and loading this to access its assets. Thanks Chris -- View this message in context: http://apache-flex-users.2333346.n4.nabble.com/Strategy-to-Externalise-FXG-Components-tp9193.html Sent from the Apache Flex Users mailing list archive at Nabble.com.
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