Place an instance of the 3d Player with the corresponding stage, model and texture map assignment in the scene you are cross fading from. This will effectively preload the texture and avoid the glitch. The 3D Player content is hidden in the initial scene but still loaded. It works in the modified patch attached because the 3D Player is assigned to a virtual stage that is not active until the scene cross fade is initiated.
You can alternatively, program the cross fade in the same scene - this will also avoid the glitch.