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Bugs / Re: Context recreating ATF error
« Last post by Björn Lilleike on November 06, 2017, 02:49:33 AM »
I load Texture3D as ATF to be shared between lots of Meshes.
The creation works as expected just in context creation it breaks.

releaseBytes and releaseTextureBitmaps are both set to false

I set both parameters to true and then at a context-recreate the scene stays completely white.

In my case, the embedded textures and textures based on png-textures are recreated correctly.
Only the atf-textures end as red rectangles.

uploadTexture gets called with a 4x4 pixel sized bitmapdata which does not happen on creation of the texture (I extended it to debug into it, but don't get to the private contextevent-handler.
Bugs / Re: Context recreating ATF error
« Last post by Ariel Nehmad on November 04, 2017, 12:05:50 AM »
Hi Björn,

Are you using f3d or zf3d files?

Can you check the properties?
Device3D.releaseBytes and Device3D.releaseTextureBitmaps?
When these are true, the engine will get rid of the original data to save memory, thus, when loosing the context it may not be possible to recover.
3DMax Exporter / Re: 3d max cannot assign readonly dictionary ?
« Last post by Ariel Nehmad on November 03, 2017, 11:58:13 PM »
Hi there,

Here is an updated version of the plugin.
3DMax Exporter / 3d max cannot assign readonly dictionary ?
« Last post by Lazarak Smith on November 03, 2017, 06:04:32 PM »
I get this message when i try to load the script in 3dmax 2018. Can anyone help me fix this?
Bugs / Re: Context recreating ATF error
« Last post by Björn Lilleike on November 03, 2017, 03:45:00 AM »
I replaced all Textures with png files and then it works as expected.

So it is definitely a atf problem
Bugs / Context recreating ATF error
« Last post by Björn Lilleike on November 02, 2017, 12:05:17 PM »
On context loss and recreation I get errors in my ATF-based Texture3D objects.

atf TypeError: Error #2007: Parameter data must be non-null.

happens somewhere between
contextEvent Texture3D.as3:0490
and uploadTexture

in result all objects lost textures and are all red

It would really be helpful to get the source codes for this debugging.

Hello everyone!
I use the Flare3d sdk in FlashDevelop to realise a swf application which shall be able to load variing collada files into a Viewer3D.
While embeding the Colladafile manually and loading it with the ColladaLoader the test runs just fine.
But I have an issue while loading a Colladafile embeded in a .property-file using the ColladaLoader.
First of all I created a .property file (named and embeded the .dae file by using following syntax:
Then I use it like this:
Code: [Select]
public class Main extends Sprite
            public function Main():void
var rm:IResourceManager = ResourceManager.getInstance();
rm.localeChain = ['properties'];
for ( i = 0; i <= 6; i++){
var file:ColladaLoader = new ColladaLoader(XML(rm.getClass('properties', 'Model_' + i)), null, scene, "", false, Context3DTriangleFace.BACK);
obj = new Pivot3D();

file.parent = scene;

At the moment I'm loading 6 Models,later it's meant to be a variing amount of nearly random Colladafiles. Thats why I tried solving it with the ResourceManager,so i can simply change the properties before compiling.
Now when I test-run the project I get an "TypeError: Error #1006: value is not a function."
for the load()-function of the ColladaLoader.
So I would like to ask wether it is even possible to embed .dae-files using the ResourceManager this way. I feel like I'm giving false input for the ColladaLoader constructor but I don't know how exactly...
I hope somebody can help me.

Thanks in advance!


Just found out the
Code: [Select]
rm.getClass('properties', 'Model_' + i)
returns null so it's not a problem with the flare3d sdk at all! Propably I did something wrong with the properties. Maybe there is still someone out there who'll help me to figure out how to use the ResourceManager correctly.^^
Engine Library / Re: Buffer to BitmapData?
« Last post by Ariel Nehmad on July 29, 2017, 12:35:39 AM »
Before drawing, maybe try to clear the context buffer with alpha = 0.0

Code: [Select]
scene.context.clear( 0.0, 0.0, 0.0, 0.0 );

or if you're using the scene's one.

Code: [Select]
scene.clearColor.w = 0.0;
Engine Library / Re: Buffer to BitmapData?
« Last post by Dave on July 28, 2017, 04:10:13 AM »
Hi - thank you! I am using that, and it works however I don't seem to be able to get alpha channel? I'm no longer using that occlusion code and have just a scene with one model in it. I use drawToBitmapData to a transparent bitmapData, but get black where there is nothing. Can I get alpha there? Right now I just threshold that to get what I need, but it's an extra step I'd rather not have to take.
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