I remember this used to be easier, but for some reason I cannot figure this out: https://playground.babylonjs.com/#02A9VX#1
Calling engine.stopRenderLoop()
at the top of createScene
seems to have no effect. If I call engine.stopRenderLoop()
asynchronously, it seems to work, but subsequent scene.render()
calls don’t seem to actually render. Is there something I am missing in that playground?
Seem to have been able to fix by called await scene.whenReadyAsync();
before rendering, which makes sense.
Still seems strange that the top level engine.stopRenderLoop() has no effect. PG: Start render loop before creating scene by BlakeOne · Pull Request #11783 · BabylonJS/Babylon.js · GitHub
The PG from @Blake’s PR still works:
In your PG you call scene.render()
a single time and I’m not sure it has ever worked when there’s no engine render loop(?).
I’m not trying to render continuously, just a single time. This PG fixed my issue: https://playground.babylonjs.com/#02A9VX#3
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Yes, calling executeWhenReady
(or readyWhenAsync
) after everything has been setup is the way to be sure that all objects are ready to be rendered.
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