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);
}
}