Added loading canvas at begining...
This commit is contained in:
9
js/l3d/apps/prototype/interactive/main.js
vendored
9
js/l3d/apps/prototype/interactive/main.js
vendored
@@ -11,6 +11,8 @@ L3D.ProgressiveLoader.onFinished = function() {
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for (var i = 0; i < coins.length; i++) {
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coins[i].mesh.visible = true;
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}
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loadingCanvas.clear();
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}
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// Disable scrolling
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@@ -60,7 +62,7 @@ function main() {
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initModels();
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initListeners();
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appendTo(container)(stats, Coin, startCanvas, pointer, previewer, renderer);
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appendTo(container)(stats, Coin, startCanvas, pointer, previewer, loadingCanvas, renderer);
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// appendTo(container)(startCanvas, pointer, previewer, renderer);
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// Set the good size of cameras
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@@ -68,6 +70,8 @@ function main() {
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Coin.update(true);
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loadingCanvas.render();
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if (locked !== undefined && locked)
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startCanvas.render();
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@@ -138,6 +142,7 @@ function initCanvases() {
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// Init start canvas
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startCanvas = new L3D.StartCanvas(camera1);
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loadingCanvas = new L3D.LoadingCanvas();
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}
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function initModels() {
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@@ -232,7 +237,7 @@ function render() {
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function onWindowResize() {
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resizeElements(renderer, container, previewer, Coin, pointer, startCanvas);
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resizeElements(renderer, container, previewer, Coin, pointer, startCanvas, loadingCanvas);
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recommendations.forEach(function(reco) {
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resetCameraAspect(reco.camera, containerSize.width(), containerSize.height());
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