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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。从服务器获得响应后,我尝试将纹理应用于基元。当我移动相机看图元时,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。有任何想法吗?

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);
 }
}  
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1 回答 1

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虽然这篇文章很旧,但它确实突出了一个重要问题。BitmapFileMaterial 更像是测试的捷径,而不是生产就绪方案。

我强烈建议对外部资产(如LoaderMax或 4.0 中的新AssetLibrary)使用加载队列,然后根据需要实例化材质。

于 2012-12-19T01:49:00.830 回答