[Papervision3D] Papervision Text

Tara Fenton tfenton at marvel.com
Tue Feb 12 09:02:50 PST 2008


Duh,

I found the problem that had nothing to do with what ever I thought it was.

I had
stage.showDefaultContextMenu = false;
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.displayState = "fullScreen";

once I commented that out the images showed up :)

I will definitely use claudio's suggestions, Thank You!  
although I had things set up working already. I should have know it was
something to do with the browser.


Tara Fenton wrote:
> 
> If I put var mm:BitmapFileMaterial inside the function loadImage() then my
> test if (mm.loaded) will not execute. My images need to be relative, but I
> am testing absolute paths just to get it working
> 
> tmyers wrote:
>> 
>> Hi
>> 
>> Firstly try declaring var mm:BitmapFileMaterial inside the function
>> loadImage()
>> 
>> Not sure if this solves your problem... are your image paths absolute or
>> relative in xml file is the folder structure the same as local.
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>> Tara Fenton wrote:
>>> 
>>> Hello there again
>>> 
>>> I'm so stuck and it is driving me nuts, I'm about 10 pages into reading
>>> all of the posts with the keyword load in it, so I finally came across
>>> my post again..
>>> 
>>> Here my problem:
>>> 
>>> I'm loading images from an XML file. It works locally, but if I upload
>>> it to the server, the images never appear. The xml loads, I have it
>>> print out to the page and the images are there, because I copy and paste
>>> the output from the page in the browser in a new window and the image
>>> appears. I'm looping through the XML and it is waiting for the load to
>>> complete, etc.
>>> 
>>> I've tried
>>> BitmapFileMaterial and BitmapAssetMaterial
>>> 
>>> Both work when testing in flash, but nothing on the server.
>>> 
>>> Here's some of the code I'm working on....
>>> Where am I going wrong? 
>>> 
>>> Thanks
>>> Tara
>>> 
>>> 
>>> var mm:BitmapFileMaterial;
>>> ////////////////////////////////////////////////////////////////////////////////////
>>> //LOAD THE IMAGES AND BUILD THE CAROUSEL 
>>> ////////////////////////////////////////////////////////////////////////////////////
>>> function loadImage():void {
>>> 
>>> 	amountInArray = currentAmount;
>>> 	radius = amountInArray * 80;
>>> 	anglePer = (Math.PI*2) / amountInArray;
>>> 	angleX = anglePer;
>>> 	myRender = amountInArray * 100;
>>> 
>>> 
>>> 	mm = new BitmapFileMaterial(currentList [currentImage] [0]);
>>> 	mm.oneSide = false;
>>> 
>>> 	var p:Plane = new Plane(mm, currentList[currentImage][3]/2,
>>> currentList[currentImage][2]/2);
>>> 	p.x = Math.cos(currentImage*anglePer) * radius;
>>> 	p.z = Math.sin(currentImage*anglePer) * radius;
>>> 	p.rotationY = (-currentImage*anglePer) * (180/Math.PI) + 270;
>>> 	p.name = "planeName"+currentImage;
>>> 
>>> 	scene.addChild(p);
>>> 	p.container.filters = [dsf];
>>> 
>>> 	this.addEventListener(Event.ENTER_FRAME, testLoaded);
>>> 
>>> 
>>> }
>>> 
>>> function testLoaded(event:Event) {
>>> 	trace("testing in effect");
>>> 	if (mm.loaded) {
>>> 		trace("hi im loaded");
>>> 		onImageLoaded();
>>> 		
>>> 	}
>>> }
>>> 
>>> 
>>> 
>>> 
>>> Tara Fenton wrote:
>>>> 
>>>> This code worked well. Thanks!
>>>> 
>>>> Any chance you know how to remove movieMaterial?  I've been stuck on
>>>> this for a few days now.
>>>> 
>>>> Thanks
>>>> Tara
>>>> 
>>>> tmyers wrote:
>>>>> 
>>>>> Perhaps the code is executing before the image has a chance to load
>>>>> and thats why the moviematerial cannot find the bitmap. I would use a
>>>>> listener in this case, and load the images sequentially as follows...
>>>>> 
>>>>> var total_images = 10
>>>>> var curentImage = 0
>>>>> 
>>>>> constructor {
>>>>> 	loadImage();
>>>>> }
>>>>> 
>>>>> function loadImage():void {
>>>>> 	var imageLoader:Loader = new Loader();
>>>>> 	imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,
>>>>> onImageLoaded);
>>>>> 	imageLoader.load(new URLRequest(horizontalList [curentImage] [0] ) );
>>>>> }
>>>>> 
>>>>> function onImageLoaded(event:Event):void {
>>>>> 	var imgHolder_mc:MovieClip = new MovieClip;
>>>>> 	var loader:Loader = Loader(event.target.loader);
>>>>> 	imgHolder_mc.addChild(loader.content);
>>>>> 
>>>>> 	// add textfield here 
>>>>> 
>>>>> 	var mm:MovieMaterial = new MovieMaterial(imgHolder_mc);	
>>>>> 	var plane:Plane = new Plane(mm,_width,_height, 2, 2);
>>>>> 	...	
>>>>>         ...	
>>>>> 
>>>>> 	if (currentImage++ <= total_images - 1){
>>>>> 		loadImage();
>>>>> 	} else {
>>>>> 		// all images have loaded so render output
>>>>> 	}
>>>>> }
>>>>> 
>>>>> 
>>>>> 
>>>>> 
>>>>> 
>>>>> 
>>>>> 
>>>>> Tara Fenton wrote:
>>>>>> 
>>>>>> var imageLoader:Loader;
>>>>>> var imgHolder_mc:MovieClip;
>>>>>> 
>>>>>> for (var i:uint=0; i<=horCount-1; i++) {
>>>>>>                 imageLoader = new Loader();
>>>>>> 		imageLoader.load(new URLRequest(horizontalList[i][0]));
>>>>>> 				
>>>>>> 		imgHolder_mc = new MovieClip();
>>>>>> 		addChild(imgHolder_mc);
>>>>>> 		
>>>>>> 		imgHolder_mc.addChild(imageLoader);
>>>>>> 		
>>>>>>      var mm:MovieMaterial = new MovieMaterial(imgHolder_mc, true);
>>>>>> }
>>>>>> 
>>>>>> if I comment the var mm line it loads the images, but I am getting
>>>>>> this error.
>>>>>> ArgumentError: Error #2015: Invalid BitmapData
>>>>>> 
>>>>>> Please Advise
>>>>>> 
>>>>> 
>>>>> 
>>>> 
>>>> 
>>> 
>>> 
>> 
>> 
> 
> 

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