我有几个数组存储构建原语所需的属性。一个数组存储宽度,另一个存储高度,另一个存储深度,x, y, z等。我还有一个存储要应用的纹理的远程文件名。在我从服务器得到我的响应后,我尝试将纹理应用到原语。当我移动相机去看原形时,我看不到它。我的视图似乎冻结了(视图不会更新)。一旦摄影机移过原始人的视线,它又能看到东西了。什么好主意吗?
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);
}
}
虽然这篇文章很老了,但它确实强调了一个重要的问题。BitmapFileMaterial更像是一个测试的捷径,而不是一个生产就绪的方案。
我强烈建议使用外部资源加载队列(如LoaderMax或4.0中的新AssetLibrary),然后根据需要实例化材料。