{"comment":{"created_at":"2011-10-20T12:14:16Z","body":"Thanks - \r\n\r\ntransforms like \"matrix\" above the lookAt are no longer supported in V2.0 - the reason is speed, where updates to the view transform matrix are then able to be directly transferred into the draw list without scene traversal.\r\n\r\nThe \"flags\" attribute was removed from each node and replaced with a dedicated \"flags\" node which has the same flags - there is also a \"tag\" node specifically to control visibility culling: https://github.com/xeolabs/scenejs/wiki/tag\r\n\r\nThe effect of each of these nodes completely overrides the effect of the same node type higher in the tree. Therefore a \"flags\" node does not enable/disable subgraphs rooted by their own \"flags\" node because the sub-\"flags\" will override\". Another thing for draw list update efficiency.\r\n\r\nGood idea on the quaternion update - I'll add that.\r\n\r\nFor (2), the API current supports all layer texture parameters via the JSON API, mapping string constants to the various GL options.. could you give me an example of how you're using this API enhancement, ie. a snippet of your scene definition that uses it?  ","updated_at":"2011-10-20T12:14:16Z","url":"https://api.github.com/repos/xeolabs/scenejs/issues/comments/2467825","id":2467825,"user":{"avatar_url":"https://secure.gravatar.com/avatar/262e7280dd396cdd68a2481a508f515e?d=https://a248.e.akamai.net/assets.github.com%2Fimages%2Fgravatars%2Fgravatar-140.png","gravatar_id":"262e7280dd396cdd68a2481a508f515e","url":"https://api.github.com/users/xeolabs","id":83100,"login":"xeolabs"}},"action":"created","issue":{"number":138,"created_at":"2011-10-17T11:59:20Z","pull_request":{"diff_url":null,"patch_url":null,"html_url":null},"body":"Using scenejs V0.8 \r\n\r\nI have 2 scenes with 2 different apps, these 2 scenes uses textures alpha maps etc…\r\n\r\nWhen I switch the rendering from the scene1 to the scene2, I stop the first scene,  then I start the second one using the following code \r\n\r\nSceneJS.withNode(sceneName1).stop();\r\n\r\n SceneJS.withNode(sceneName2).start({\r\n            idleFunc: function () {\r\n\r\n                _selfMM.IdleAnimation();\r\n\r\n            }\r\n        });\r\n\r\nIn this case, the result is ok, but when I want to switch back to the scene2, some texture are missing or  rendered in black  \r\n\r\n\r\nSceneJS.withNode(sceneName2).stop();\r\n       SceneJS.withNode(sceneName1).start({\r\n            idleFunc: function () {\r\n\r\n                _selfCF.IdleAnimation();\r\n\r\n            }\r\n        });\r\n\r\nI notice that scenejs doesn’t re-recreate textures during the second ().start  of scene1 and assume that texture/GLtexture are ok.  But the result on screen is wrong\r\n\r\n\r\n\r\nNot sure it is a bug, but after many debugs I can’t see where I am wrong …\r\n\r\nQuestion: Can I use 2 scene or more and switch them using start and stop ?, \r\n                  is Scenejs uses some global to both scene ?\r\n                   how to restart a scene properly ?\r\n \r\n \r\n\r\n\r\n","comments":7,"title":"2 starts seems to loose texture","updated_at":"2011-10-20T12:14:16Z","url":"https://api.github.com/repos/xeolabs/scenejs/issues/138","id":1927685,"assignee":null,"milestone":null,"closed_at":"2011-10-17T12:18:00Z","user":{"avatar_url":"https://secure.gravatar.com/avatar/c4846b2a6af38d273a873509b6154012?d=https://a248.e.akamai.net/assets.github.com%2Fimages%2Fgravatars%2Fgravatar-140.png","gravatar_id":"c4846b2a6af38d273a873509b6154012","url":"https://api.github.com/users/hwilliam","id":1022353,"login":"hwilliam"},"html_url":"https://github.com/xeolabs/scenejs/issues/138","labels":[],"state":"closed"},"legacy":{"issue_id":1927685,"comment_id":2467825}}