Thanks for the reply, the link provided was interesting but I should clarify I am not reading a file from disk but am actually algorithmically generating the meshes i.e.:
float[] meshCoords = new float[num_segments *2 *3 *7];
//array for vertice triangles
for(int ii = 0; ii < num_segments; ii++)
{
.....
...
}
Mesh myMesh = new Mesh(VertexDataType.VertexArray, false, meshCoords.length, 0,
new VertexAttribute(VertexAttributes.Usage.Position, 3, "a_position"),
new VertexAttribute(VertexAttributes.Usage.Color, 4, "a_color"));
myMesh.setVertices(meshCoords);
return myMesh;
Is is still possible to use the AssetManager interface to load generated assets like these meshes asynchronously because in the example you have linked and all other asset loaders in Libgdx source they seem to be loading a file into memory using a FileResolver meaning i would have to pass in an asset location to the asset manager load() function(which is not applicable in my case), right?