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Showing results for tags 'executewhenready'.
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Hi, I am planning to update from 3.1 and was trying the latest preview. Some of my babylonjs files did not render because I checked that the shader material did not override isReadyForSubMesh and the base class's method always returned false. This made my app stuck here because the scene would never be ready: scene.executeWhenReady(function() { engine.runRenderLoop(function() { scene.render(); }); }); Please help.
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- isreadyforsubmesh
- shadermaterial
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Hi, I have a scene where: - I import several meshes - Then I have code wrapped in `scene.executeWhenReady` Everything runs fine, until I test importing a non existent file. Then `scene.executeWhenReady` never fires, presumably because it never loaded the aforementioned file. I already have a fallback coded, so is there a way that I can ignore this failed import, with regards to `executeWhenReady`?