reddozen Posted February 15, 2014 Share Posted February 15, 2014 Sometimes the scene loads and the collision meshes are visible, and sometimes they're not. I'm settign the visibility to 0 and isvisible to false. Any ideas? If the textures looks funny then it's the collision models. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 15, 2014 Share Posted February 15, 2014 To be sure this not happen, I suggest launching the runRenderLoop AFTER loading the scene Quote Link to comment Share on other sites More sharing options...
reddozen Posted February 15, 2014 Author Share Posted February 15, 2014 How can I tell when BABYLON.SceneLoader.ImportMesh has finished loading all the assets before I call the render loop? I think that i read somewhere that scene.executeWhenReady doesnt work for import meshes. Also, I seem to remember reading that you need a new "engine" call for every import mesh? If so, how exactly does that work, and what is going to be my best route to take for multiple packages of models as opposed to a massive single package? I need the broken out because the collision meshes etc will be hand made, and the visual meshes are exported and generated from unreal engine package files. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 15, 2014 Share Posted February 15, 2014 You can just call runRenderLoop when every single mesh is imported. In this case you will be able to set visibility before the first render call Quote Link to comment Share on other sites More sharing options...
Merfoo Posted February 16, 2014 Share Posted February 16, 2014 What you could do is daisy chain all the import mesh function callbacks so that when one mesh has finished loading you import another one and when you're out of importing meshes then you call runRenderLoop in the callback of the final mesh. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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