That's a shame about the coarseness of the event. For my application I really need a way of telling which textures are still loading. I could definitely use the scene status object, I'd probably implement it in a similar way as you have in the example, but without knowing which textures are still loading I'm unable to progressively remove the inner low-detail boxes as the outer boxes finish loading.Are there plans to implement anything finer grained than the status event? Knowing when textures are loaded seems like it could be useful?
this strange behaviour is already an "official" issue:
https://github.com/xeolabs/scenejs/issues/153
I'm waiting for a solution for this bug, too...
Hopefully Lindsay will find a fix.
Sascha
2012/3/29 Nick <pva...@gmail.com>:
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Textures that haven't loaded currently seem to display whatever texture was loaded most recently.
When there's a lot of different textures the effect as they load is pretty spectacular (see here for an example on a 16-tiles-per-side skybox http://www.youtube.com/watch?v=EHQQgZbYTjo). I don't suppose there's a way to make them stay transparent until loaded?
If the load events were "bubbled" up the tree that might be cool too. I think that was how the 0.8 events worked wasn't it? It'd be great to be able to subscribe to a node and respond to events that occurred below it in the graph. Or just know when everything below that point in the graph was finished loading.
Whatever you come up with keep us posted. I look forward to trying it out :)
I forgot to mention, I've started using the "loaded" event on the texture nodes and it seems to be working well. I take it the loaded event on the geometry is just for the geometry itself and nothing to do with the geometry's textures?