fix(refboard): fix WebGL null texture crash and add loading overlay
- Set texture to Texture.EMPTY before destroying sprites in AnimatedGifSprite and PdfPageSprite (matches VideoSprite pattern) - Add full-screen loading overlay that blocks interaction until scene and assets finish loading
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@@ -1,4 +1,4 @@
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import { Container, Graphics } from "pixi.js";
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import { Container, Graphics, Texture } from "pixi.js";
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import { GifSprite } from "pixi.js/gif";
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import { TextureManager } from "../TextureManager";
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@@ -70,7 +70,7 @@ export class AnimatedGifSprite extends Container {
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/** The underlying GIF sprite's current texture (for clipboard/export). */
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get texture() {
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return this._gif?.texture ?? null;
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return this._gif?.texture ?? Texture.EMPTY;
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}
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/** Whether the GIF is currently animating. */
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@@ -134,6 +134,7 @@ export class AnimatedGifSprite extends Container {
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if (this._gif) {
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this._gif.stop();
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this._playing = false;
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this._gif.texture = Texture.EMPTY;
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}
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this.textures.releaseGif(this.assetKey);
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this.loaded = false;
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@@ -148,6 +149,9 @@ export class AnimatedGifSprite extends Container {
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if (this._gif) {
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this._gif.stop();
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this._playing = false;
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// Swap to EMPTY before destroying so PixiJS never reads a null source
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// during its render-loop traversal (collectRenderables → alphaMode).
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this._gif.texture = Texture.EMPTY;
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this.removeChild(this._gif);
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this._gif.destroy();
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this._gif = null;
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@@ -241,6 +241,9 @@ export class PdfPageSprite extends Container {
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// Remove sprite from display tree entirely — avoids PixiJS v8 render crash
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if (this._sprite) {
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// Swap to EMPTY before destroying so PixiJS never reads a null source
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// during its render-loop traversal (collectRenderables → alphaMode).
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this._sprite.texture = Texture.EMPTY;
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this.removeChild(this._sprite);
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this._sprite.destroy();
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this._sprite = null;
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@@ -1150,21 +1150,29 @@ export default function Editor({ isPublicView }: EditorProps) {
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canvasTransform={canvasTransform}
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/>
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{/* Loading / Empty canvas guide */}
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{/* Loading overlay — blocks interaction until scene is ready */}
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{(sceneLoading || (objectCount > 0 && loadProgress.total > 0 && loadProgress.loaded < loadProgress.total)) && (
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<div style={{
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position: 'absolute', bottom: '48px', left: '50%', transform: 'translateX(-50%)',
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pointerEvents: 'none', textAlign: 'center', color: '#888', userSelect: 'none',
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display: 'flex', flexDirection: 'column', alignItems: 'center', gap: '8px',
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position: 'absolute', inset: 0, zIndex: 9999,
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display: 'flex', flexDirection: 'column', alignItems: 'center', justifyContent: 'center',
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background: 'rgba(26, 26, 26, 0.85)', backdropFilter: 'blur(4px)',
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color: '#ccc', userSelect: 'none', fontFamily: 'system-ui, sans-serif',
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gap: '16px',
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}}>
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<div style={{ fontSize: '12px', fontFamily: 'system-ui, sans-serif' }}>
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<div style={{
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width: '32px', height: '32px',
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border: '3px solid #333', borderTopColor: '#4a9eff', borderRadius: '50%',
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animation: 'spin 0.8s linear infinite',
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}} />
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<style>{`@keyframes spin { to { transform: rotate(360deg) } }`}</style>
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<div style={{ fontSize: '14px', fontWeight: 500 }}>
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{sceneLoading
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? `Loading ${loadProgress.total || '...'} items`
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? `Loading ${loadProgress.total || ''} items…`
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: `Loading assets ${loadProgress.loaded} / ${loadProgress.total}`}
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</div>
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{loadProgress.total > 0 && (
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<div style={{
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width: '160px', height: '3px', borderRadius: '2px',
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width: '200px', height: '4px', borderRadius: '2px',
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background: '#333', overflow: 'hidden',
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}}>
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<div style={{
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