Vousk-prod. Posted February 24, 2017 Share Posted February 24, 2017 Hi, I have a scene with a renderTargetTexture (a reflectionProbe to be precise). The scene is fully loaded, everything is fine in a calm and peacefull world. Then, I suddenly decide to load new meshes, via SceneLoader.ImportMesh. In the succes callback I'm using scene.executeWhenReady to do some post treatment. And again, everything is fine, the scene goes well, the new meshes live their lifes quietly in a stable universe and the gods are happy. But if at some point I disposed the probe before loading those new meshes, the scene.executeWhenReady is not called! I tried disposing manually the renderTargetTexture inside the probe and the problem also occurs, it is clearly related to renderTagetTexture disposal, as if some flag was forgotten somewhere, leading to scene never ready again. The case where this bug occur is pretty specific so I do not have a repro case in PG for now. But maybe with the information I gave that would make someone here have a "tilt"... Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 24, 2017 Share Posted February 24, 2017 You know the price for a bug fix But I think I may know where the issue is.. Can you check my next commit ? Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted February 25, 2017 Author Share Posted February 25, 2017 Yep, I know the price, and in fact I was creating a PG ( http://www.babylonjs-playground.com/#KA93U#212 ) when I saw your fix. And that's ok now! That PG became useless even before being finished Many thanks! GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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