Away3D 4.0 从数组加载图元的动态纹理

发布于 2024-12-02 01:27:31 字数 2096 浏览 2 评论 0原文

我有几个数组存储构建基元所需的属性。一个数组存储宽度,另一个数组存储高度,另一个数组存储深度、x、y、z 等。我还有一个数组存储要应用的纹理的远程文件名。从服务器收到响应后,我尝试将纹理应用到图元。当我移动相机查看图元时,我看不到它。我的视图似乎冻结了(视图不会更新)。一旦相机移过图元,它就可以再次看到。有什么想法吗?

private var loadedBuildingTextures:Object = new Object();
private var map_building_count:Number = 0;
private var loadedBuildings:Number = 0;
public var map_building_widths:Array;
public var map_building_heights:Array;
public var map_building_depths:Array;
public var map_building_xs:Array;
public var map_building_ys:Array;
public var map_building_zs:Array;
public var map_building_textures:Array;

// I POPULATE THE ARRAYS BUT LEFT THAT CODE OUT FOR SIMPLICITY

public function placeBuildings():void {
 trace('FUNCTION: placeBuildings() fired');
 var buildingsPlaced:Number = 0;
 for (var a:Number = 0; a < map_building_count; a++ ) {
  loadedBuildingTextures['texture_' + a.toString()] = new BitmapFileMaterial(map_building_textures[a]); // ASSIGNS THE BitmapFileMaterials TO AN OBJECT FOR REFERENCING LATER
  loadedBuildingTextures['texture_' + a.toString()].loader.contentLoaderInfo.addEventListener(Event.COMPLETE, postBuildingLoad);
  buildingsPlaced++;
 }
 trace('placed ' + buildingsPlaced.toString() + ' of ' + map_building_count.toString() + ' buildings.'); // OUTPUT = "placed 4 of 4 buildings."
 trace('FUNCTION: placeBuildings() completed');
}

public function postBuildingLoad(event : Event):void {
 loadedBuildings++;
 if (int(loadedBuildings) == int(map_building_count)) {
  placeBuildingsStep2();
 }
}
public function placeBuildingsStep2():void {
 trace('RECEIVED ALL RESPONSES FROM SERVER FOR TEXTURES');
 for (var a:Number = 0; a < map_building_count; a++ ) {
  cube = new Cube(
   loadedBuildingTextures['texture_' + a], // <----- THIS SEEMS TO BE THE PROBLEM
   map_building_widths[a], // WIDTH
   map_building_heights[a], // HEIGHT
   map_building_depths[a], // DEPTH
   1, // WIDTH UNITS
   1, // HEIGHT UNITS
   1,  // DEPTH UNITS
   true);
  cube.x = map_building_xs[a];
  cube.y = map_building_ys[a];
  cube.z = map_building_zs[a];
  view.scene.addChild(cube);
 }
}  

I have several arrays storing the attributes needed to build primitives. One array stores the widths, another stores the heights, another the depths, x, y, z etc. I have one more that stores the remote filename for the texture to be applied. After I get my response from the server I attempt to apply the textures to the primitives. When I move the camera to look at the primitive, I am not able to see it. My view seems to freeze up (the view will not update). Once the camera has moved past the primitive, it can see again. Any ideas?

private var loadedBuildingTextures:Object = new Object();
private var map_building_count:Number = 0;
private var loadedBuildings:Number = 0;
public var map_building_widths:Array;
public var map_building_heights:Array;
public var map_building_depths:Array;
public var map_building_xs:Array;
public var map_building_ys:Array;
public var map_building_zs:Array;
public var map_building_textures:Array;

// I POPULATE THE ARRAYS BUT LEFT THAT CODE OUT FOR SIMPLICITY

public function placeBuildings():void {
 trace('FUNCTION: placeBuildings() fired');
 var buildingsPlaced:Number = 0;
 for (var a:Number = 0; a < map_building_count; a++ ) {
  loadedBuildingTextures['texture_' + a.toString()] = new BitmapFileMaterial(map_building_textures[a]); // ASSIGNS THE BitmapFileMaterials TO AN OBJECT FOR REFERENCING LATER
  loadedBuildingTextures['texture_' + a.toString()].loader.contentLoaderInfo.addEventListener(Event.COMPLETE, postBuildingLoad);
  buildingsPlaced++;
 }
 trace('placed ' + buildingsPlaced.toString() + ' of ' + map_building_count.toString() + ' buildings.'); // OUTPUT = "placed 4 of 4 buildings."
 trace('FUNCTION: placeBuildings() completed');
}

public function postBuildingLoad(event : Event):void {
 loadedBuildings++;
 if (int(loadedBuildings) == int(map_building_count)) {
  placeBuildingsStep2();
 }
}
public function placeBuildingsStep2():void {
 trace('RECEIVED ALL RESPONSES FROM SERVER FOR TEXTURES');
 for (var a:Number = 0; a < map_building_count; a++ ) {
  cube = new Cube(
   loadedBuildingTextures['texture_' + a], // <----- THIS SEEMS TO BE THE PROBLEM
   map_building_widths[a], // WIDTH
   map_building_heights[a], // HEIGHT
   map_building_depths[a], // DEPTH
   1, // WIDTH UNITS
   1, // HEIGHT UNITS
   1,  // DEPTH UNITS
   true);
  cube.x = map_building_xs[a];
  cube.y = map_building_ys[a];
  cube.z = map_building_zs[a];
  view.scene.addChild(cube);
 }
}  

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软糯酥胸 2024-12-09 01:27:31

虽然这篇文章很旧,但它确实强调了一个重要问题。 BitmapFileMaterial 更像是测试的捷径,而不是生产就绪的方案。

我强烈建议对外部资源使用加载队列(例如 LoaderMax 或新的 AssetLibrary in 4.0),然后将材质实例化为需要。

Although this post is old, it does highlight an important issue. BitmapFileMaterial is more a shortcut to test than a production ready scheme.

I would highly recommend using a loading queue for external assets (like LoaderMax or the new AssetLibrary in 4.0) and then instantiate materials as needed.

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