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[solved]how to multiple babylon file load ??


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as always

one problem T.T


issue is how to multiple *.babylon file load?

i have 16 files

one file has 31box create by 3DMAX


my code is below

for (let i = 0; i < resourceCount; i++) {
function onLoadImageFileT() {
   BABYLON.SceneLoader.AppendAsync(strResourceURL, fileName, scene, function (newScene) {
   newScene.executeWhenReady(function () {
   let loadMesh = newScene.getMeshByName("resoucreName");
   loadMesh.position = new BABYLON.Vector3(machineForLayout.mPositionX, machineForLayout.mPositionY, machineForLayout.mPositionZ);
   loadMesh.scaling = new BABYLON.Vector3(0.035, 0.035, 0.035);
   loadMesh.rotation.y = machineForLayout.mRotationY;
   loadMesh.name = "Machine#" + machineForLayout.mMachineId;
   loadMesh.id = "Machine#" + machineForLayout.mMachineId;
   loadMesh.isPickable = true;
   }, function (progress) {
   // To do: give progress feedback to user
   }, function (error) {


problem is 12file load is OK

but 15 file over is "Too many active WebGL contexts. Oldest context will be lost."

i do not understand message..

i many search and try other code... but same issue

(assetmanager, importMesh, Append)


please help me


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@Dad72  i tried   BABYLON.SceneLoader.Append  instead of BABYLON.SceneLoader.AppendAsync 

but same thing

thank you for reply!


@JohnK you code is good  I have updated my code by comparison.

thank you for reply!


@Deltakosh you correct! 

my code some changed!

this problem is solved

but I do not know how it was resolved.

BABYLON.Engine.isSupported() Issue...????  don't know ㅇ_ㅇ....


Thank you to everyone who helped me.

see you later with other Issue! lol


my code below


for (let i = 0; i < machineCount; i++) {
     if (BABYLON.Engine.isSupported()) {



for (let i = 0; i < machineCount; i++) {
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  • MinsuKim changed the title to [solved]how to multiple babylon file load ??

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