three.js Render Scene Only When Ready - three.js

When a three.js scene is loading, objects and textures appear randomly during the loading of the scene. Is there a graceful way to render a scene only after the entire scene is loaded and ready?
Does three.js fire off an event when this happens?

You can use onLoad function in loading manager https://threejs.org/docs/#api/en/loaders/managers/LoadingManager.onLoad

Related

The light component is behind Image in Unity

I have two different canvases: one for the background and one for the game scene
Principal canvas:
Background canvas:
I'm having this problem: If I put an object in the principal canvas, everything seems to works but If I add a light component to this object, I'll not see the light (it is like the background image is ahead the light):
Without the background canvas:
With the background canvas:
Any idea why?
(The problem is not the BGcanvas, the problem is the image component of the BGcanvas, if I disable it, I can see the light)
Lights are 3D scene objects
UI objects are not effected by lights or scene objects because they exist in a completely different rendering path:

Is it possible to control the frame of an animated mesh (Collada) with a slider in three.js

I want to achieve something using three.js and I wonder if it can be done.
Is there something in three.js that can allow me to control the frame of an animated Collada mesh with a slider. For example if you move up the slider it would open a door an if you pull it down it will close.
In other way, can I have control over the frame of the animation of my imported Collada object.
Thanks a lot!

Preloading Mesh Data in Three.js

It appears that THREE.js sends mesh (geometry and material) information to the card only when an object is first rendered. Unfortunately this can cause noticeable hiccups in frame rate when a new object comes on the scene.
Is there a way to utilize the three.js framework (or is there a parameter I'm missing) to send the mesh data down to the card immediately after the associated resources are loaded, rather than on first render? I've considered creating a temporary / off-screen scene that I could put each object into on load, render once, and the discard. I've also tried calling the low-level renderer functions directly with mock data to force the write. It works, but both are hacks.
Any suggestions?
Three.js r67.

is there an event fired when an object is done being added to a three.js scene, or the scene is otherwise "ready"?

i am trying to get an image of a three.js scene (via renderer.domElement.toDataURL). it works fine, except i think i am running into a problem if i call it immediately after some major changes to the scene (e.g. scene.add(mesh) or a resize of the window), the image it gets is blank/empty (all transparent). if i wait a second and manually call it, the image will appear.
is there an event that fires in three.js when the scene (or renderer, i guess?) is ready to be accessed as such? i have tried adding event listeners for 'ready' and a few others to both scene and renderer.domElement, but no luck. thanks.

Is it possible to add event listener in sprite using three.js

In my application, I wish to use sprite image on clicking this i need to move to next scene, i am able to achieve this by clicking on mesh and navigating to next scene, but it would be better if i use sprite to do further action in my application like moveTo functions etc. So, how to add event listener in sprite using three.js

Resources