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Geometry.dispose() bugfix. #53
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This was originally added by Rob, but after discussing with him it was concluded that because the Loader3D could essentially load anything, the handle property does not really have a place anymore.
Loader3D would previously add containers that had been loaded even though they already were parented (assumingly to something else in the file.) This commit fixes this bug using a more general-purpose approach to adding scene assets to the Loader3D as they come in.
Because the token always has a listener, the check for hasEventListener() was always true and errors were never thrown. Copied this check out into Loader3D so that errors are thrown when a load error occurrs and there is no LOAD_ERROR listener on the Loader3D instance.
Because asset loader would only check whether a parsing had COMPLETED to decide whether to resume or not, it would sometimes try to resume failed parsings. To avoid this, it now checks for parsingPaused instead of !parsingComplete.
Using short for numJoints in a skeleton block, instead of 32-bit int which was previuosly the case.
MichaelPlank
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Sep 20, 2011
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Was trying to remove SubGeometry twice from Vector (a shift and a splice (in removeSubGeometry)). This has been fixed now. (shift removed).