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Fix #1013
tiledImage. _needsDraw flag was only being set to true once the tile had been loaded which effectively made the initial tile loading sequential
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@ -947,6 +947,7 @@ function updateViewport( tiledImage ) {
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// Load the new 'best' tile
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if (best && !best.context2D) {
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loadTile( tiledImage, best, currentTime );
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tiledImage._needsDraw = true;
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tiledImage._setFullyLoaded(false);
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} else {
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tiledImage._setFullyLoaded(true);
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