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



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