         // Move that guy from pending to ready...
         _readyBlocks.add(resolved);
         _pendingBlocks.remove(resolved);
-
-        if (_pendingBlocks.size() == 0) {
+        if (_pendingBlocks.size() == 0 && !_skipComplete) {
             resolutionComplete();
         }
     }

    protected var _masks :Map = Maps.newMapOf(int);
    protected var _fringes :Map = new WeakValueMap(Maps.newMapOf(FringeTile));

    protected const DEF_WIDTH :int = 985;
    protected const DEF_HEIGHT :int = 560;


                    new SceneBlock(blockKey, _objScene, _isoView, _metrics);
                _pendingBlocks.add(sceneBlock);
                sceneBlock.resolve(_ctx, _model, thisRef, blockResolved);
            }
        });

        _skipComplete = false;

        
        if (_pendingBlocks.size() == 0) {
            resolutionComplete();
        }
    }
