Full.html does not work on some playgrounds?

Im assuming it has to do with the

scene.onReadyObservable.addOnce(()=>{

Might not be a bug… infact prolly is not but still does not work.
https://playground.babylonjs.com/full.html#JF18C0#44
https://playground.babylonjs.com#JF18C0#44

but an engine.enterFullscreen() does work.

The playground should work. I’ll look into that.

1 Like

also some playgrounds wont load from a facebook prepended link.

They add a bunch of garbage between the url and the hash code

oh wow, that was interesting :slight_smile:

here - this one works -

https://playground.babylonjs.com/full.html#JF18C0#55

Good catch, bug found, I will take care of this soon. Just to quickly explain - the scene onReady observable only notifies (ATM…) when there is an executeWhenReady function registered. Thus the wonderful “fix”:

scene.executeWhenReady(() => false)

So, for now, this is the quick and dirty fix, but I promise a better one soon. either on babylon level or the playground level. haven’t decided yet. Probably babylon :slight_smile:

3 Likes

(please create an issue just in case we forget)

1 Like

Sorry for the necro, but this still seems to be broken?

I tried adding the scene.executeWhenReady but it still refuses to load.

They have code errors:

Might actually be related to Problems loading models after updating to version 5.45.0 - #2 by sebavan

Thanks for looking into this!

For context, these playgrounds are being used in the KTX2 web page to compare texture compressions KTX Overview - The Khronos Group Inc

The current links point to models which have since been moved. The new locations have been updated in these two playgrounds, which we hope to push to the KTX site if we can resolve the loading issue.

Also, the glTF Validator reported that some bufferView targets were missing in these GLBs, so I’ve added those and uploaded new versions of the models.

PR:

1 Like