|
@@ -1074,8 +1074,9 @@ var BABYLON;
|
|
node._babylonMesh.scaling = BABYLON.Vector3.One();
|
|
node._babylonMesh.scaling = BABYLON.Vector3.One();
|
|
};
|
|
};
|
|
if (skin._loaded) {
|
|
if (skin._loaded) {
|
|
- assignSkeleton();
|
|
|
|
- return skin._loaded;
|
|
|
|
|
|
+ return skin._loaded.then(function () {
|
|
|
|
+ assignSkeleton();
|
|
|
|
+ });
|
|
}
|
|
}
|
|
// TODO: split into two parts so that bones are created before inverseBindMatricesData is loaded (for compiling materials).
|
|
// TODO: split into two parts so that bones are created before inverseBindMatricesData is loaded (for compiling materials).
|
|
return (skin._loaded = this._loadSkinInverseBindMatricesDataAsync(context, skin).then(function (inverseBindMatricesData) {
|
|
return (skin._loaded = this._loadSkinInverseBindMatricesDataAsync(context, skin).then(function (inverseBindMatricesData) {
|