Comments (1)
I'll answer this question, but please don't use the issue tracker as a support channel. Questions like these can be asked in the Away3D forum instead, at away3d.com/forum.
When you load something, that something is called a "resource" (i.e. a master file and any other file dependencies.) One resource may contain many assets. For instance, an OBJ resource (which is two files, file.obj and file.mtl) can contain for example four assets, mesh1, mesh2, material1, material2.
The AssetLibrary doesn't care about resources, it cares about assets. Actually, you shouldn't be caring about resources either, because where the assets came from is rarely (if ever) relevant in your application logic.
So if you load a resource with AssetLibrary, the way to then retrieve a single asset from that resource is using that asset's name. The name is taken from within the file, which probably means that it was chosen by your artist.
If you really want to "tag" all the assets in a resource as you load them, load them into a separate namespace using the AssetLibrary.load() fourth parameter. You can then retrieve all the assets from that namespace using the AssetLibrary.createIterator() method.
If you need to further discuss this or have any further questions, please start a thread in the forums and refer to this issue with a link.
Cheers!
/R
from away3d-core-fp11.
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