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Alex Rivera
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I'm using Three.js with the WebGL renderer to make a game which fullscreens when a play link is clicked. For animation, I use requestAnimationFrame . I initiate it like this: self.animate = function() { self.camera.lookAt(self.scene.position); self.renderer.render(self.scene, self.camera); if (self.willAnimate) window.requestAnimationFrame(self.animate, self.renderer.domElement); } self.startAnimating = function() { self.willAnimate = true; self.animate(); } self.stopAnimating = function() { self.willAnimate = false; } When I want to, I call the startAnimating method, and yes, it does work as intended. But, when I call the stopAnimating function, things break! There are no reported errors, though... The setup is basically like this: There is a play link on the page Once the user clicks the link, a renderer's domElement should fullscreen, and it does The startAnimating method is called and the renderer starts rendering stuff Once escape is clicked, I register an fullscreenchange event and execute the stopAnimating method The page tries to exit fullscreen, it does, but the entire document is completely blank I'm pretty sure my other code is OK, and that I'm somehow stopping requestAnimationFrame in a wrong way. My explanation probably sucked, so I uploaded the code to my website, you can see it happening here: http://banehq.com/Placeholdername/main.html . Here is the version where I don't try to call the animation methods, and fullscreening in and out works: http://banehq.com/Correct/Placeholdername/main.html . Once play is clicked the first
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