David Catuhe 8 years ago
parent
commit
03a66241be
59 changed files with 7863 additions and 7746 deletions
  1. 5153 5131
      dist/preview release/babylon.d.ts
  2. 175 175
      dist/preview release/canvas2D/babylon.canvas2d.d.ts
  3. 1586 1528
      dist/preview release/canvas2D/babylon.canvas2d.js
  4. 10 10
      dist/preview release/canvas2D/babylon.canvas2d.min.js
  5. 2 2
      dist/preview release/inspector/babylon.inspector.bundle.js
  6. 1 1
      dist/preview release/inspector/babylon.inspector.d.ts
  7. 16 11
      dist/preview release/inspector/babylon.inspector.js
  8. 2 2
      dist/preview release/inspector/babylon.inspector.min.js
  9. 1 1
      dist/preview release/loaders/babylon.glTFFileLoader.d.ts
  10. 27 27
      dist/preview release/loaders/babylon.glTFFileLoader.js
  11. 1 1
      dist/preview release/loaders/babylon.glTFFileLoader.min.js
  12. 1 1
      dist/preview release/loaders/babylon.objFileLoader.js
  13. 1 1
      dist/preview release/loaders/babylon.objFileLoader.min.js
  14. 38 36
      dist/preview release/materialsLibrary/babylon.fireMaterial.js
  15. 1 1
      dist/preview release/materialsLibrary/babylon.fireMaterial.min.js
  16. 82 80
      dist/preview release/materialsLibrary/babylon.furMaterial.js
  17. 1 1
      dist/preview release/materialsLibrary/babylon.furMaterial.min.js
  18. 84 82
      dist/preview release/materialsLibrary/babylon.gradientMaterial.js
  19. 1 1
      dist/preview release/materialsLibrary/babylon.gradientMaterial.min.js
  20. 34 32
      dist/preview release/materialsLibrary/babylon.gridMaterial.js
  21. 1 1
      dist/preview release/materialsLibrary/babylon.gridMaterial.min.js
  22. 94 92
      dist/preview release/materialsLibrary/babylon.lavaMaterial.js
  23. 1 1
      dist/preview release/materialsLibrary/babylon.lavaMaterial.min.js
  24. 67 65
      dist/preview release/materialsLibrary/babylon.normalMaterial.js
  25. 1 1
      dist/preview release/materialsLibrary/babylon.normalMaterial.min.js
  26. 38 36
      dist/preview release/materialsLibrary/babylon.simpleMaterial.js
  27. 1 1
      dist/preview release/materialsLibrary/babylon.simpleMaterial.min.js
  28. 53 51
      dist/preview release/materialsLibrary/babylon.skyMaterial.js
  29. 1 1
      dist/preview release/materialsLibrary/babylon.skyMaterial.min.js
  30. 65 63
      dist/preview release/materialsLibrary/babylon.terrainMaterial.js
  31. 1 1
      dist/preview release/materialsLibrary/babylon.terrainMaterial.min.js
  32. 71 69
      dist/preview release/materialsLibrary/babylon.triPlanarMaterial.js
  33. 1 1
      dist/preview release/materialsLibrary/babylon.triPlanarMaterial.min.js
  34. 3 3
      dist/preview release/materialsLibrary/babylon.waterMaterial.d.ts
  35. 109 107
      dist/preview release/materialsLibrary/babylon.waterMaterial.js
  36. 1 1
      dist/preview release/materialsLibrary/babylon.waterMaterial.min.js
  37. 1 1
      dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.d.ts
  38. 32 31
      dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.js
  39. 1 1
      dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js
  40. 1 1
      dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.d.ts
  41. 32 31
      dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.js
  42. 1 1
      dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js
  43. 7 6
      dist/preview release/proceduralTexturesLibrary/babylon.brickProceduralTexture.js
  44. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.brickProceduralTexture.min.js
  45. 5 4
      dist/preview release/proceduralTexturesLibrary/babylon.cloudProceduralTexture.js
  46. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.cloudProceduralTexture.min.js
  47. 4 4
      dist/preview release/proceduralTexturesLibrary/babylon.fireProceduralTexture.d.ts
  48. 8 7
      dist/preview release/proceduralTexturesLibrary/babylon.fireProceduralTexture.js
  49. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.fireProceduralTexture.min.js
  50. 8 7
      dist/preview release/proceduralTexturesLibrary/babylon.grassProceduralTexture.js
  51. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.grassProceduralTexture.min.js
  52. 7 6
      dist/preview release/proceduralTexturesLibrary/babylon.marbleProceduralTexture.js
  53. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.marbleProceduralTexture.min.js
  54. 4 3
      dist/preview release/proceduralTexturesLibrary/babylon.roadProceduralTexture.js
  55. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.roadProceduralTexture.min.js
  56. 14 13
      dist/preview release/proceduralTexturesLibrary/babylon.starfieldProceduralTexture.js
  57. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.starfieldProceduralTexture.min.js
  58. 5 4
      dist/preview release/proceduralTexturesLibrary/babylon.woodProceduralTexture.js
  59. 1 1
      dist/preview release/proceduralTexturesLibrary/babylon.woodProceduralTexture.min.js

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+ 5153 - 5131
dist/preview release/babylon.d.ts


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+ 175 - 175
dist/preview release/canvas2D/babylon.canvas2d.d.ts


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+ 1586 - 1528
dist/preview release/canvas2D/babylon.canvas2d.js


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+ 10 - 10
dist/preview release/canvas2D/babylon.canvas2d.min.js


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+ 2 - 2
dist/preview release/inspector/babylon.inspector.bundle.js


+ 1 - 1
dist/preview release/inspector/babylon.inspector.d.ts

@@ -884,7 +884,7 @@ declare module INSPECTOR {
         private _tab;
         private _adapter;
         private _tools;
-        private _children;
+        children: Array<TreeItem>;
         private _lineContent;
         constructor(tab: PropertyTab, obj: Adapter);
         /** Returns the item ID == its adapter ID */

+ 16 - 11
dist/preview release/inspector/babylon.inspector.js

@@ -2141,6 +2141,12 @@ var INSPECTOR;
                 if (item.id.toLowerCase().indexOf(filter.toLowerCase()) != -1) {
                     items.push(item);
                 }
+                for (var _b = 0, _c = item.children; _b < _c.length; _b++) {
+                    var child = _c[_b];
+                    if (child.id.toLowerCase().indexOf(filter.toLowerCase()) != -1) {
+                        items.push(item);
+                    }
+                }
             }
             this.update(items);
         };
@@ -3337,7 +3343,6 @@ var INSPECTOR;
             }
             // Create the canvas that will be used to display the labels
             this._canvas = new BABYLON.ScreenSpaceCanvas2D(this._scene, { id: "###Label Canvas###" /*, cachingStrategy: BABYLON.Canvas2D.CACHESTRATEGY_TOPLEVELGROUPS*/ });
-            this._canvas.createCanvasProfileInfoCanvas();
             // Create label for all the Meshes, Lights and Cameras
             // Those that will be created/removed after this method is called will be taken care by the event handlers added below
             for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
@@ -3519,7 +3524,7 @@ var INSPECTOR;
         __extends(TreeItem, _super);
         function TreeItem(tab, obj) {
             var _this = _super.call(this) || this;
-            _this._children = [];
+            _this.children = [];
             _this._tab = tab;
             _this._adapter = obj;
             _this._tools = _this._adapter.getTools();
@@ -3536,7 +3541,7 @@ var INSPECTOR;
         });
         /** Add the given item as a child of this one */
         TreeItem.prototype.add = function (child) {
-            this._children.push(child);
+            this.children.push(child);
             this.update();
         };
         /**
@@ -3555,8 +3560,8 @@ var INSPECTOR;
         /** hide all children of this item */
         TreeItem.prototype.fold = function () {
             // Do nothing id no children
-            if (this._children.length > 0) {
-                for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
+            if (this.children.length > 0) {
+                for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
                     var elem = _a[_i];
                     elem.toHtml().style.display = 'none';
                 }
@@ -3567,8 +3572,8 @@ var INSPECTOR;
         /** Show all children of this item */
         TreeItem.prototype.unfold = function () {
             // Do nothing id no children
-            if (this._children.length > 0) {
-                for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
+            if (this.children.length > 0) {
+                for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
                     var elem = _a[_i];
                     elem.toHtml().style.display = 'block';
                 }
@@ -3606,12 +3611,12 @@ var INSPECTOR;
         TreeItem.prototype.update = function () {
             // Clean division holding all children
             INSPECTOR.Helpers.CleanDiv(this._lineContent);
-            for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
+            for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
                 var child = _a[_i];
                 var elem = child.toHtml();
                 this._lineContent.appendChild(elem);
             }
-            if (this._children.length > 0) {
+            if (this.children.length > 0) {
                 // Check if folded or not
                 if (!this._div.classList.contains('folded') && !this._div.classList.contains('unfolded')) {
                     this._div.classList.add('folded');
@@ -3651,7 +3656,7 @@ var INSPECTOR;
         TreeItem.prototype.highlight = function (b) {
             // Remove highlight for all children 
             if (!b) {
-                for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
+                for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
                     var child = _a[_i];
                     child._adapter.highlight(b);
                 }
@@ -3666,7 +3671,7 @@ var INSPECTOR;
         /** Set this item as active (background lighter) in the tree panel */
         TreeItem.prototype.active = function (b) {
             this._div.classList.remove('active');
-            for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
+            for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
                 var child = _a[_i];
                 child.active(false);
             }

File diff suppressed because it is too large
+ 2 - 2
dist/preview release/inspector/babylon.inspector.min.js


+ 1 - 1
dist/preview release/loaders/babylon.glTFFileLoader.d.ts

@@ -431,7 +431,7 @@ declare module BABYLON {
     abstract class GLTFFileLoaderExtension {
         private _name;
         constructor(name: string);
-        name: string;
+        readonly name: string;
         /**
         * Defines an override for loading the runtime
         * Return true to stop further extensions from loading the runtime

+ 27 - 27
dist/preview release/loaders/babylon.glTFFileLoader.js

@@ -4,19 +4,20 @@ var BABYLON;
     /**
     * Enums
     */
+    var EComponentType;
     (function (EComponentType) {
         EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
         EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
         EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
         EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
         EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
-    })(BABYLON.EComponentType || (BABYLON.EComponentType = {}));
-    var EComponentType = BABYLON.EComponentType;
+    })(EComponentType = BABYLON.EComponentType || (BABYLON.EComponentType = {}));
+    var EShaderType;
     (function (EShaderType) {
         EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
         EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
-    })(BABYLON.EShaderType || (BABYLON.EShaderType = {}));
-    var EShaderType = BABYLON.EShaderType;
+    })(EShaderType = BABYLON.EShaderType || (BABYLON.EShaderType = {}));
+    var EParameterType;
     (function (EParameterType) {
         EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
         EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
@@ -39,14 +40,14 @@ var BABYLON;
         EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
         EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
         EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
-    })(BABYLON.EParameterType || (BABYLON.EParameterType = {}));
-    var EParameterType = BABYLON.EParameterType;
+    })(EParameterType = BABYLON.EParameterType || (BABYLON.EParameterType = {}));
+    var ETextureWrapMode;
     (function (ETextureWrapMode) {
         ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
         ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
         ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
-    })(BABYLON.ETextureWrapMode || (BABYLON.ETextureWrapMode = {}));
-    var ETextureWrapMode = BABYLON.ETextureWrapMode;
+    })(ETextureWrapMode = BABYLON.ETextureWrapMode || (BABYLON.ETextureWrapMode = {}));
+    var ETextureFilterType;
     (function (ETextureFilterType) {
         ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
         ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
@@ -54,22 +55,22 @@ var BABYLON;
         ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
         ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
         ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
-    })(BABYLON.ETextureFilterType || (BABYLON.ETextureFilterType = {}));
-    var ETextureFilterType = BABYLON.ETextureFilterType;
+    })(ETextureFilterType = BABYLON.ETextureFilterType || (BABYLON.ETextureFilterType = {}));
+    var ETextureFormat;
     (function (ETextureFormat) {
         ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
         ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
         ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
         ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
         ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
-    })(BABYLON.ETextureFormat || (BABYLON.ETextureFormat = {}));
-    var ETextureFormat = BABYLON.ETextureFormat;
+    })(ETextureFormat = BABYLON.ETextureFormat || (BABYLON.ETextureFormat = {}));
+    var ECullingType;
     (function (ECullingType) {
         ECullingType[ECullingType["FRONT"] = 1028] = "FRONT";
         ECullingType[ECullingType["BACK"] = 1029] = "BACK";
         ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK";
-    })(BABYLON.ECullingType || (BABYLON.ECullingType = {}));
-    var ECullingType = BABYLON.ECullingType;
+    })(ECullingType = BABYLON.ECullingType || (BABYLON.ECullingType = {}));
+    var EBlendingFunction;
     (function (EBlendingFunction) {
         EBlendingFunction[EBlendingFunction["ZERO"] = 0] = "ZERO";
         EBlendingFunction[EBlendingFunction["ONE"] = 1] = "ONE";
@@ -86,8 +87,7 @@ var BABYLON;
         EBlendingFunction[EBlendingFunction["CONSTANT_ALPHA"] = 32771] = "CONSTANT_ALPHA";
         EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_ALPHA"] = 32772] = "ONE_MINUS_CONSTANT_ALPHA";
         EBlendingFunction[EBlendingFunction["SRC_ALPHA_SATURATE"] = 776] = "SRC_ALPHA_SATURATE";
-    })(BABYLON.EBlendingFunction || (BABYLON.EBlendingFunction = {}));
-    var EBlendingFunction = BABYLON.EBlendingFunction;
+    })(EBlendingFunction = BABYLON.EBlendingFunction || (BABYLON.EBlendingFunction = {}));
 })(BABYLON || (BABYLON = {}));
 
 //# sourceMappingURL=babylon.glTFFileLoaderInterfaces.js.map
@@ -1503,18 +1503,18 @@ var BABYLON;
                 traverseNodes(gltfRuntime, currentScene.nodes[i], null);
             }
         };
-        /**
-        * Private members
-        */
-        // None
-        /**
-        * Static members
-        */
-        GLTFFileLoader.MakeYUP = false;
-        GLTFFileLoader.HomogeneousCoordinates = false;
-        GLTFFileLoader.Extensions = {};
         return GLTFFileLoader;
     }());
+    /**
+    * Private members
+    */
+    // None
+    /**
+    * Static members
+    */
+    GLTFFileLoader.MakeYUP = false;
+    GLTFFileLoader.HomogeneousCoordinates = false;
+    GLTFFileLoader.Extensions = {};
     BABYLON.GLTFFileLoader = GLTFFileLoader;
     ;
     BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
@@ -1867,7 +1867,7 @@ var BABYLON;
     var GLTFBinaryExtension = (function (_super) {
         __extends(GLTFBinaryExtension, _super);
         function GLTFBinaryExtension() {
-            _super.call(this, "KHR_binary_glTF");
+            return _super.call(this, "KHR_binary_glTF") || this;
         }
         GLTFBinaryExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
             var _this = this;

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/loaders/babylon.glTFFileLoader.min.js


+ 1 - 1
dist/preview release/loaders/babylon.objFileLoader.js

@@ -732,9 +732,9 @@ var BABYLON;
             //Return an array with all BABYLON.Mesh
             return babylonMeshesArray;
         };
-        OBJFileLoader.OPTIMIZE_WITH_UV = false;
         return OBJFileLoader;
     }());
+    OBJFileLoader.OPTIMIZE_WITH_UV = false;
     BABYLON.OBJFileLoader = OBJFileLoader;
     //Add this loader into the register plugin
     BABYLON.SceneLoader.RegisterPlugin(new OBJFileLoader());

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/loaders/babylon.objFileLoader.min.js


+ 38 - 36
dist/preview release/materialsLibrary/babylon.fireMaterial.js

@@ -16,33 +16,35 @@ var BABYLON;
     var FireMaterialDefines = (function (_super) {
         __extends(FireMaterialDefines, _super);
         function FireMaterialDefines() {
-            _super.call(this);
-            this.DIFFUSE = false;
-            this.CLIPPLANE = false;
-            this.ALPHATEST = false;
-            this.POINTSIZE = false;
-            this.FOG = false;
-            this.UV1 = false;
-            this.VERTEXCOLOR = false;
-            this.VERTEXALPHA = false;
-            this.BonesPerMesh = 0;
-            this.NUM_BONE_INFLUENCERS = 0;
-            this.INSTANCES = false;
-            this._keys = Object.keys(this);
+            var _this = _super.call(this) || this;
+            _this.DIFFUSE = false;
+            _this.CLIPPLANE = false;
+            _this.ALPHATEST = false;
+            _this.POINTSIZE = false;
+            _this.FOG = false;
+            _this.UV1 = false;
+            _this.VERTEXCOLOR = false;
+            _this.VERTEXALPHA = false;
+            _this.BonesPerMesh = 0;
+            _this.NUM_BONE_INFLUENCERS = 0;
+            _this.INSTANCES = false;
+            _this._keys = Object.keys(_this);
+            return _this;
         }
         return FireMaterialDefines;
     }(BABYLON.MaterialDefines));
     var FireMaterial = (function (_super) {
         __extends(FireMaterial, _super);
         function FireMaterial(name, scene) {
-            _super.call(this, name, scene);
-            this.diffuseColor = new BABYLON.Color3(1, 1, 1);
-            this.speed = 1.0;
-            this._scaledDiffuse = new BABYLON.Color3();
-            this._defines = new FireMaterialDefines();
-            this._cachedDefines = new FireMaterialDefines();
-            this._lastTime = 0;
-            this._cachedDefines.BonesPerMesh = -1;
+            var _this = _super.call(this, name, scene) || this;
+            _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
+            _this.speed = 1.0;
+            _this._scaledDiffuse = new BABYLON.Color3();
+            _this._defines = new FireMaterialDefines();
+            _this._cachedDefines = new FireMaterialDefines();
+            _this._lastTime = 0;
+            _this._cachedDefines.BonesPerMesh = -1;
+            return _this;
         }
         FireMaterial.prototype.needAlphaBlending = function () {
             return (this.alpha < 1.0);
@@ -290,23 +292,23 @@ var BABYLON;
             }
             return material;
         };
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], FireMaterial.prototype, "diffuseTexture", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], FireMaterial.prototype, "distortionTexture", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], FireMaterial.prototype, "opacityTexture", void 0);
-        __decorate([
-            BABYLON.serialize("diffuseColor")
-        ], FireMaterial.prototype, "diffuseColor", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], FireMaterial.prototype, "speed", void 0);
         return FireMaterial;
     }(BABYLON.Material));
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], FireMaterial.prototype, "diffuseTexture", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], FireMaterial.prototype, "distortionTexture", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], FireMaterial.prototype, "opacityTexture", void 0);
+    __decorate([
+        BABYLON.serialize("diffuseColor")
+    ], FireMaterial.prototype, "diffuseColor", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], FireMaterial.prototype, "speed", void 0);
     BABYLON.FireMaterial = FireMaterial;
 })(BABYLON || (BABYLON = {}));
 

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/materialsLibrary/babylon.fireMaterial.min.js


+ 82 - 80
dist/preview release/materialsLibrary/babylon.furMaterial.js

@@ -16,47 +16,49 @@ var BABYLON;
     var FurMaterialDefines = (function (_super) {
         __extends(FurMaterialDefines, _super);
         function FurMaterialDefines() {
-            _super.call(this);
-            this.DIFFUSE = false;
-            this.HEIGHTMAP = false;
-            this.CLIPPLANE = false;
-            this.ALPHATEST = false;
-            this.POINTSIZE = false;
-            this.FOG = false;
-            this.NORMAL = false;
-            this.UV1 = false;
-            this.UV2 = false;
-            this.VERTEXCOLOR = false;
-            this.VERTEXALPHA = false;
-            this.NUM_BONE_INFLUENCERS = 0;
-            this.BonesPerMesh = 0;
-            this.INSTANCES = false;
-            this.HIGHLEVEL = false;
-            this.rebuild();
+            var _this = _super.call(this) || this;
+            _this.DIFFUSE = false;
+            _this.HEIGHTMAP = false;
+            _this.CLIPPLANE = false;
+            _this.ALPHATEST = false;
+            _this.POINTSIZE = false;
+            _this.FOG = false;
+            _this.NORMAL = false;
+            _this.UV1 = false;
+            _this.UV2 = false;
+            _this.VERTEXCOLOR = false;
+            _this.VERTEXALPHA = false;
+            _this.NUM_BONE_INFLUENCERS = 0;
+            _this.BonesPerMesh = 0;
+            _this.INSTANCES = false;
+            _this.HIGHLEVEL = false;
+            _this.rebuild();
+            return _this;
         }
         return FurMaterialDefines;
     }(BABYLON.MaterialDefines));
     var FurMaterial = (function (_super) {
         __extends(FurMaterial, _super);
         function FurMaterial(name, scene) {
-            _super.call(this, name, scene);
-            this.diffuseColor = new BABYLON.Color3(1, 1, 1);
-            this.furLength = 1;
-            this.furAngle = 0;
-            this.furColor = new BABYLON.Color3(0.44, 0.21, 0.02);
-            this.furOffset = 0.0;
-            this.furSpacing = 12;
-            this.furGravity = new BABYLON.Vector3(0, 0, 0);
-            this.furSpeed = 100;
-            this.furDensity = 20;
-            this.disableLighting = false;
-            this.highLevelFur = true;
-            this.maxSimultaneousLights = 4;
-            this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
-            this._furTime = 0;
-            this._defines = new FurMaterialDefines();
-            this._cachedDefines = new FurMaterialDefines();
-            this._cachedDefines.BonesPerMesh = -1;
+            var _this = _super.call(this, name, scene) || this;
+            _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
+            _this.furLength = 1;
+            _this.furAngle = 0;
+            _this.furColor = new BABYLON.Color3(0.44, 0.21, 0.02);
+            _this.furOffset = 0.0;
+            _this.furSpacing = 12;
+            _this.furGravity = new BABYLON.Vector3(0, 0, 0);
+            _this.furSpeed = 100;
+            _this.furDensity = 20;
+            _this.disableLighting = false;
+            _this.highLevelFur = true;
+            _this.maxSimultaneousLights = 4;
+            _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
+            _this._furTime = 0;
+            _this._defines = new FurMaterialDefines();
+            _this._cachedDefines = new FurMaterialDefines();
+            _this._cachedDefines.BonesPerMesh = -1;
+            return _this;
         }
         Object.defineProperty(FurMaterial.prototype, "furTime", {
             get: function () {
@@ -408,53 +410,53 @@ var BABYLON;
             sourceMesh.material._meshes = meshes;
             return meshes;
         };
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], FurMaterial.prototype, "diffuseTexture", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], FurMaterial.prototype, "heightTexture", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], FurMaterial.prototype, "diffuseColor", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], FurMaterial.prototype, "furLength", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], FurMaterial.prototype, "furAngle", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], FurMaterial.prototype, "furColor", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], FurMaterial.prototype, "furOffset", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], FurMaterial.prototype, "furSpacing", void 0);
-        __decorate([
-            BABYLON.serializeAsVector3()
-        ], FurMaterial.prototype, "furGravity", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], FurMaterial.prototype, "furSpeed", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], FurMaterial.prototype, "furDensity", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], FurMaterial.prototype, "disableLighting", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], FurMaterial.prototype, "highLevelFur", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], FurMaterial.prototype, "maxSimultaneousLights", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], FurMaterial.prototype, "furTime", null);
         return FurMaterial;
     }(BABYLON.Material));
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], FurMaterial.prototype, "diffuseTexture", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], FurMaterial.prototype, "heightTexture", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], FurMaterial.prototype, "diffuseColor", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], FurMaterial.prototype, "furLength", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], FurMaterial.prototype, "furAngle", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], FurMaterial.prototype, "furColor", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], FurMaterial.prototype, "furOffset", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], FurMaterial.prototype, "furSpacing", void 0);
+    __decorate([
+        BABYLON.serializeAsVector3()
+    ], FurMaterial.prototype, "furGravity", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], FurMaterial.prototype, "furSpeed", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], FurMaterial.prototype, "furDensity", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], FurMaterial.prototype, "disableLighting", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], FurMaterial.prototype, "highLevelFur", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], FurMaterial.prototype, "maxSimultaneousLights", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], FurMaterial.prototype, "furTime", null);
     BABYLON.FurMaterial = FurMaterial;
 })(BABYLON || (BABYLON = {}));
 

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/materialsLibrary/babylon.furMaterial.min.js


+ 84 - 82
dist/preview release/materialsLibrary/babylon.gradientMaterial.js

@@ -16,76 +16,78 @@ var BABYLON;
     var GradientMaterialDefines = (function (_super) {
         __extends(GradientMaterialDefines, _super);
         function GradientMaterialDefines() {
-            _super.call(this);
-            this.DIFFUSE = false;
-            this.CLIPPLANE = false;
-            this.ALPHATEST = false;
-            this.POINTSIZE = false;
-            this.FOG = false;
-            this.LIGHT0 = false;
-            this.LIGHT1 = false;
-            this.LIGHT2 = false;
-            this.LIGHT3 = false;
-            this.SPOTLIGHT0 = false;
-            this.SPOTLIGHT1 = false;
-            this.SPOTLIGHT2 = false;
-            this.SPOTLIGHT3 = false;
-            this.HEMILIGHT0 = false;
-            this.HEMILIGHT1 = false;
-            this.HEMILIGHT2 = false;
-            this.HEMILIGHT3 = false;
-            this.DIRLIGHT0 = false;
-            this.DIRLIGHT1 = false;
-            this.DIRLIGHT2 = false;
-            this.DIRLIGHT3 = false;
-            this.POINTLIGHT0 = false;
-            this.POINTLIGHT1 = false;
-            this.POINTLIGHT2 = false;
-            this.POINTLIGHT3 = false;
-            this.SHADOW0 = false;
-            this.SHADOW1 = false;
-            this.SHADOW2 = false;
-            this.SHADOW3 = false;
-            this.SHADOWS = false;
-            this.SHADOWVSM0 = false;
-            this.SHADOWVSM1 = false;
-            this.SHADOWVSM2 = false;
-            this.SHADOWVSM3 = false;
-            this.SHADOWPCF0 = false;
-            this.SHADOWPCF1 = false;
-            this.SHADOWPCF2 = false;
-            this.SHADOWPCF3 = false;
-            this.NORMAL = false;
-            this.UV1 = false;
-            this.UV2 = false;
-            this.VERTEXCOLOR = false;
-            this.VERTEXALPHA = false;
-            this.NUM_BONE_INFLUENCERS = 0;
-            this.BonesPerMesh = 0;
-            this.INSTANCES = false;
-            this._keys = Object.keys(this);
+            var _this = _super.call(this) || this;
+            _this.DIFFUSE = false;
+            _this.CLIPPLANE = false;
+            _this.ALPHATEST = false;
+            _this.POINTSIZE = false;
+            _this.FOG = false;
+            _this.LIGHT0 = false;
+            _this.LIGHT1 = false;
+            _this.LIGHT2 = false;
+            _this.LIGHT3 = false;
+            _this.SPOTLIGHT0 = false;
+            _this.SPOTLIGHT1 = false;
+            _this.SPOTLIGHT2 = false;
+            _this.SPOTLIGHT3 = false;
+            _this.HEMILIGHT0 = false;
+            _this.HEMILIGHT1 = false;
+            _this.HEMILIGHT2 = false;
+            _this.HEMILIGHT3 = false;
+            _this.DIRLIGHT0 = false;
+            _this.DIRLIGHT1 = false;
+            _this.DIRLIGHT2 = false;
+            _this.DIRLIGHT3 = false;
+            _this.POINTLIGHT0 = false;
+            _this.POINTLIGHT1 = false;
+            _this.POINTLIGHT2 = false;
+            _this.POINTLIGHT3 = false;
+            _this.SHADOW0 = false;
+            _this.SHADOW1 = false;
+            _this.SHADOW2 = false;
+            _this.SHADOW3 = false;
+            _this.SHADOWS = false;
+            _this.SHADOWVSM0 = false;
+            _this.SHADOWVSM1 = false;
+            _this.SHADOWVSM2 = false;
+            _this.SHADOWVSM3 = false;
+            _this.SHADOWPCF0 = false;
+            _this.SHADOWPCF1 = false;
+            _this.SHADOWPCF2 = false;
+            _this.SHADOWPCF3 = false;
+            _this.NORMAL = false;
+            _this.UV1 = false;
+            _this.UV2 = false;
+            _this.VERTEXCOLOR = false;
+            _this.VERTEXALPHA = false;
+            _this.NUM_BONE_INFLUENCERS = 0;
+            _this.BonesPerMesh = 0;
+            _this.INSTANCES = false;
+            _this._keys = Object.keys(_this);
+            return _this;
         }
         return GradientMaterialDefines;
     }(BABYLON.MaterialDefines));
     var GradientMaterial = (function (_super) {
         __extends(GradientMaterial, _super);
         function GradientMaterial(name, scene) {
-            _super.call(this, name, scene);
+            var _this = _super.call(this, name, scene) || this;
             // The gradient top color, red by default
-            this.topColor = new BABYLON.Color3(1, 0, 0);
-            this.topColorAlpha = 1.0;
+            _this.topColor = new BABYLON.Color3(1, 0, 0);
+            _this.topColorAlpha = 1.0;
             // The gradient top color, blue by default
-            this.bottomColor = new BABYLON.Color3(0, 0, 1);
-            this.bottomColorAlpha = 1.0;
+            _this.bottomColor = new BABYLON.Color3(0, 0, 1);
+            _this.bottomColorAlpha = 1.0;
             // Gradient offset
-            this.offset = 0;
-            this.smoothness = 1.0;
-            this.disableLighting = false;
-            this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
-            this._scaledDiffuse = new BABYLON.Color3();
-            this._defines = new GradientMaterialDefines();
-            this._cachedDefines = new GradientMaterialDefines();
-            this._cachedDefines.BonesPerMesh = -1;
+            _this.offset = 0;
+            _this.smoothness = 1.0;
+            _this.disableLighting = false;
+            _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
+            _this._scaledDiffuse = new BABYLON.Color3();
+            _this._defines = new GradientMaterialDefines();
+            _this._cachedDefines = new GradientMaterialDefines();
+            _this._cachedDefines.BonesPerMesh = -1;
+            return _this;
         }
         GradientMaterial.prototype.needAlphaBlending = function () {
             return (this.alpha < 1.0 || this.topColorAlpha < 1.0 || this.bottomColorAlpha < 1.0);
@@ -288,29 +290,29 @@ var BABYLON;
         GradientMaterial.Parse = function (source, scene, rootUrl) {
             return BABYLON.SerializationHelper.Parse(function () { return new GradientMaterial(source.name, scene); }, source, scene, rootUrl);
         };
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], GradientMaterial.prototype, "topColor", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], GradientMaterial.prototype, "topColorAlpha", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], GradientMaterial.prototype, "bottomColor", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], GradientMaterial.prototype, "bottomColorAlpha", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], GradientMaterial.prototype, "offset", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], GradientMaterial.prototype, "smoothness", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], GradientMaterial.prototype, "disableLighting", void 0);
         return GradientMaterial;
     }(BABYLON.Material));
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], GradientMaterial.prototype, "topColor", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], GradientMaterial.prototype, "topColorAlpha", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], GradientMaterial.prototype, "bottomColor", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], GradientMaterial.prototype, "bottomColorAlpha", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], GradientMaterial.prototype, "offset", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], GradientMaterial.prototype, "smoothness", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], GradientMaterial.prototype, "disableLighting", void 0);
     BABYLON.GradientMaterial = GradientMaterial;
 })(BABYLON || (BABYLON = {}));
 

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/materialsLibrary/babylon.gradientMaterial.min.js


+ 34 - 32
dist/preview release/materialsLibrary/babylon.gridMaterial.js

@@ -15,10 +15,11 @@ var BABYLON;
     var GRIDMaterialDefines = (function (_super) {
         __extends(GRIDMaterialDefines, _super);
         function GRIDMaterialDefines() {
-            _super.call(this);
-            this.TRANSPARENT = false;
-            this.FOG = false;
-            this._keys = Object.keys(this);
+            var _this = _super.call(this) || this;
+            _this.TRANSPARENT = false;
+            _this.FOG = false;
+            _this._keys = Object.keys(_this);
+            return _this;
         }
         return GRIDMaterialDefines;
     }(BABYLON.MaterialDefines));
@@ -34,34 +35,35 @@ var BABYLON;
          * @param scene The scene the material is used in.
          */
         function GridMaterial(name, scene) {
-            _super.call(this, name, scene);
+            var _this = _super.call(this, name, scene) || this;
             /**
              * Main color of the grid (e.g. between lines)
              */
-            this.mainColor = BABYLON.Color3.White();
+            _this.mainColor = BABYLON.Color3.White();
             /**
              * Color of the grid lines.
              */
-            this.lineColor = BABYLON.Color3.Black();
+            _this.lineColor = BABYLON.Color3.Black();
             /**
              * The scale of the grid compared to unit.
              */
-            this.gridRatio = 1.0;
+            _this.gridRatio = 1.0;
             /**
              * The frequency of thicker lines.
              */
-            this.majorUnitFrequency = 10;
+            _this.majorUnitFrequency = 10;
             /**
              * The visibility of minor units in the grid.
              */
-            this.minorUnitVisibility = 0.33;
+            _this.minorUnitVisibility = 0.33;
             /**
              * The grid opacity outside of the lines.
              */
-            this.opacity = 1.0;
-            this._gridControl = new BABYLON.Vector4(this.gridRatio, this.majorUnitFrequency, this.minorUnitVisibility, this.opacity);
-            this._defines = new GRIDMaterialDefines();
-            this._cachedDefines = new GRIDMaterialDefines();
+            _this.opacity = 1.0;
+            _this._gridControl = new BABYLON.Vector4(_this.gridRatio, _this.majorUnitFrequency, _this.minorUnitVisibility, _this.opacity);
+            _this._defines = new GRIDMaterialDefines();
+            _this._cachedDefines = new GRIDMaterialDefines();
+            return _this;
         }
         /**
          * Returns wehter or not the grid requires alpha blending.
@@ -164,26 +166,26 @@ var BABYLON;
         GridMaterial.Parse = function (source, scene, rootUrl) {
             return BABYLON.SerializationHelper.Parse(function () { return new GridMaterial(source.name, scene); }, source, scene, rootUrl);
         };
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], GridMaterial.prototype, "mainColor", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], GridMaterial.prototype, "lineColor", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], GridMaterial.prototype, "gridRatio", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], GridMaterial.prototype, "majorUnitFrequency", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], GridMaterial.prototype, "minorUnitVisibility", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], GridMaterial.prototype, "opacity", void 0);
         return GridMaterial;
     }(BABYLON.Material));
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], GridMaterial.prototype, "mainColor", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], GridMaterial.prototype, "lineColor", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], GridMaterial.prototype, "gridRatio", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], GridMaterial.prototype, "majorUnitFrequency", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], GridMaterial.prototype, "minorUnitVisibility", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], GridMaterial.prototype, "opacity", void 0);
     BABYLON.GridMaterial = GridMaterial;
 })(BABYLON || (BABYLON = {}));
 

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/materialsLibrary/babylon.gridMaterial.min.js


+ 94 - 92
dist/preview release/materialsLibrary/babylon.lavaMaterial.js

@@ -15,74 +15,76 @@ var BABYLON;
     var LavaMaterialDefines = (function (_super) {
         __extends(LavaMaterialDefines, _super);
         function LavaMaterialDefines() {
-            _super.call(this);
-            this.DIFFUSE = false;
-            this.CLIPPLANE = false;
-            this.ALPHATEST = false;
-            this.POINTSIZE = false;
-            this.FOG = false;
-            this.LIGHT0 = false;
-            this.LIGHT1 = false;
-            this.LIGHT2 = false;
-            this.LIGHT3 = false;
-            this.SPOTLIGHT0 = false;
-            this.SPOTLIGHT1 = false;
-            this.SPOTLIGHT2 = false;
-            this.SPOTLIGHT3 = false;
-            this.HEMILIGHT0 = false;
-            this.HEMILIGHT1 = false;
-            this.HEMILIGHT2 = false;
-            this.HEMILIGHT3 = false;
-            this.DIRLIGHT0 = false;
-            this.DIRLIGHT1 = false;
-            this.DIRLIGHT2 = false;
-            this.DIRLIGHT3 = false;
-            this.POINTLIGHT0 = false;
-            this.POINTLIGHT1 = false;
-            this.POINTLIGHT2 = false;
-            this.POINTLIGHT3 = false;
-            this.SHADOW0 = false;
-            this.SHADOW1 = false;
-            this.SHADOW2 = false;
-            this.SHADOW3 = false;
-            this.SHADOWS = false;
-            this.SHADOWVSM0 = false;
-            this.SHADOWVSM1 = false;
-            this.SHADOWVSM2 = false;
-            this.SHADOWVSM3 = false;
-            this.SHADOWPCF0 = false;
-            this.SHADOWPCF1 = false;
-            this.SHADOWPCF2 = false;
-            this.SHADOWPCF3 = false;
-            this.NORMAL = false;
-            this.UV1 = false;
-            this.UV2 = false;
-            this.VERTEXCOLOR = false;
-            this.VERTEXALPHA = false;
-            this.NUM_BONE_INFLUENCERS = 0;
-            this.BonesPerMesh = 0;
-            this.INSTANCES = false;
-            this._keys = Object.keys(this);
+            var _this = _super.call(this) || this;
+            _this.DIFFUSE = false;
+            _this.CLIPPLANE = false;
+            _this.ALPHATEST = false;
+            _this.POINTSIZE = false;
+            _this.FOG = false;
+            _this.LIGHT0 = false;
+            _this.LIGHT1 = false;
+            _this.LIGHT2 = false;
+            _this.LIGHT3 = false;
+            _this.SPOTLIGHT0 = false;
+            _this.SPOTLIGHT1 = false;
+            _this.SPOTLIGHT2 = false;
+            _this.SPOTLIGHT3 = false;
+            _this.HEMILIGHT0 = false;
+            _this.HEMILIGHT1 = false;
+            _this.HEMILIGHT2 = false;
+            _this.HEMILIGHT3 = false;
+            _this.DIRLIGHT0 = false;
+            _this.DIRLIGHT1 = false;
+            _this.DIRLIGHT2 = false;
+            _this.DIRLIGHT3 = false;
+            _this.POINTLIGHT0 = false;
+            _this.POINTLIGHT1 = false;
+            _this.POINTLIGHT2 = false;
+            _this.POINTLIGHT3 = false;
+            _this.SHADOW0 = false;
+            _this.SHADOW1 = false;
+            _this.SHADOW2 = false;
+            _this.SHADOW3 = false;
+            _this.SHADOWS = false;
+            _this.SHADOWVSM0 = false;
+            _this.SHADOWVSM1 = false;
+            _this.SHADOWVSM2 = false;
+            _this.SHADOWVSM3 = false;
+            _this.SHADOWPCF0 = false;
+            _this.SHADOWPCF1 = false;
+            _this.SHADOWPCF2 = false;
+            _this.SHADOWPCF3 = false;
+            _this.NORMAL = false;
+            _this.UV1 = false;
+            _this.UV2 = false;
+            _this.VERTEXCOLOR = false;
+            _this.VERTEXALPHA = false;
+            _this.NUM_BONE_INFLUENCERS = 0;
+            _this.BonesPerMesh = 0;
+            _this.INSTANCES = false;
+            _this._keys = Object.keys(_this);
+            return _this;
         }
         return LavaMaterialDefines;
     }(BABYLON.MaterialDefines));
     var LavaMaterial = (function (_super) {
         __extends(LavaMaterial, _super);
         function LavaMaterial(name, scene) {
-            _super.call(this, name, scene);
-            this.speed = 1;
-            this.movingSpeed = 1;
-            this.lowFrequencySpeed = 1;
-            this.fogDensity = 0.15;
-            this._lastTime = 0;
-            this.diffuseColor = new BABYLON.Color3(1, 1, 1);
-            this.disableLighting = false;
-            this.maxSimultaneousLights = 4;
-            this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
-            this._scaledDiffuse = new BABYLON.Color3();
-            this._defines = new LavaMaterialDefines();
-            this._cachedDefines = new LavaMaterialDefines();
-            this._cachedDefines.BonesPerMesh = -1;
+            var _this = _super.call(this, name, scene) || this;
+            _this.speed = 1;
+            _this.movingSpeed = 1;
+            _this.lowFrequencySpeed = 1;
+            _this.fogDensity = 0.15;
+            _this._lastTime = 0;
+            _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
+            _this.disableLighting = false;
+            _this.maxSimultaneousLights = 4;
+            _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
+            _this._scaledDiffuse = new BABYLON.Color3();
+            _this._defines = new LavaMaterialDefines();
+            _this._cachedDefines = new LavaMaterialDefines();
+            _this._cachedDefines.BonesPerMesh = -1;
+            return _this;
         }
         LavaMaterial.prototype.needAlphaBlending = function () {
             return (this.alpha < 1.0);
@@ -323,38 +325,38 @@ var BABYLON;
         LavaMaterial.Parse = function (source, scene, rootUrl) {
             return BABYLON.SerializationHelper.Parse(function () { return new LavaMaterial(source.name, scene); }, source, scene, rootUrl);
         };
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], LavaMaterial.prototype, "diffuseTexture", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], LavaMaterial.prototype, "noiseTexture", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], LavaMaterial.prototype, "fogColor", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], LavaMaterial.prototype, "speed", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], LavaMaterial.prototype, "movingSpeed", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], LavaMaterial.prototype, "lowFrequencySpeed", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], LavaMaterial.prototype, "fogDensity", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], LavaMaterial.prototype, "diffuseColor", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], LavaMaterial.prototype, "disableLighting", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], LavaMaterial.prototype, "maxSimultaneousLights", void 0);
         return LavaMaterial;
     }(BABYLON.Material));
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], LavaMaterial.prototype, "diffuseTexture", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], LavaMaterial.prototype, "noiseTexture", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], LavaMaterial.prototype, "fogColor", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], LavaMaterial.prototype, "speed", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], LavaMaterial.prototype, "movingSpeed", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], LavaMaterial.prototype, "lowFrequencySpeed", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], LavaMaterial.prototype, "fogDensity", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], LavaMaterial.prototype, "diffuseColor", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], LavaMaterial.prototype, "disableLighting", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], LavaMaterial.prototype, "maxSimultaneousLights", void 0);
     BABYLON.LavaMaterial = LavaMaterial;
 })(BABYLON || (BABYLON = {}));
 

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/materialsLibrary/babylon.lavaMaterial.min.js


+ 67 - 65
dist/preview release/materialsLibrary/babylon.normalMaterial.js

@@ -15,68 +15,70 @@ var BABYLON;
     var NormalMaterialDefines = (function (_super) {
         __extends(NormalMaterialDefines, _super);
         function NormalMaterialDefines() {
-            _super.call(this);
-            this.DIFFUSE = false;
-            this.CLIPPLANE = false;
-            this.ALPHATEST = false;
-            this.POINTSIZE = false;
-            this.FOG = false;
-            this.LIGHT0 = false;
-            this.LIGHT1 = false;
-            this.LIGHT2 = false;
-            this.LIGHT3 = false;
-            this.SPOTLIGHT0 = false;
-            this.SPOTLIGHT1 = false;
-            this.SPOTLIGHT2 = false;
-            this.SPOTLIGHT3 = false;
-            this.HEMILIGHT0 = false;
-            this.HEMILIGHT1 = false;
-            this.HEMILIGHT2 = false;
-            this.HEMILIGHT3 = false;
-            this.DIRLIGHT0 = false;
-            this.DIRLIGHT1 = false;
-            this.DIRLIGHT2 = false;
-            this.DIRLIGHT3 = false;
-            this.POINTLIGHT0 = false;
-            this.POINTLIGHT1 = false;
-            this.POINTLIGHT2 = false;
-            this.POINTLIGHT3 = false;
-            this.SHADOW0 = false;
-            this.SHADOW1 = false;
-            this.SHADOW2 = false;
-            this.SHADOW3 = false;
-            this.SHADOWS = false;
-            this.SHADOWVSM0 = false;
-            this.SHADOWVSM1 = false;
-            this.SHADOWVSM2 = false;
-            this.SHADOWVSM3 = false;
-            this.SHADOWPCF0 = false;
-            this.SHADOWPCF1 = false;
-            this.SHADOWPCF2 = false;
-            this.SHADOWPCF3 = false;
-            this.NORMAL = false;
-            this.UV1 = false;
-            this.UV2 = false;
-            this.VERTEXCOLOR = false;
-            this.VERTEXALPHA = false;
-            this.NUM_BONE_INFLUENCERS = 0;
-            this.BonesPerMesh = 0;
-            this.INSTANCES = false;
-            this._keys = Object.keys(this);
+            var _this = _super.call(this) || this;
+            _this.DIFFUSE = false;
+            _this.CLIPPLANE = false;
+            _this.ALPHATEST = false;
+            _this.POINTSIZE = false;
+            _this.FOG = false;
+            _this.LIGHT0 = false;
+            _this.LIGHT1 = false;
+            _this.LIGHT2 = false;
+            _this.LIGHT3 = false;
+            _this.SPOTLIGHT0 = false;
+            _this.SPOTLIGHT1 = false;
+            _this.SPOTLIGHT2 = false;
+            _this.SPOTLIGHT3 = false;
+            _this.HEMILIGHT0 = false;
+            _this.HEMILIGHT1 = false;
+            _this.HEMILIGHT2 = false;
+            _this.HEMILIGHT3 = false;
+            _this.DIRLIGHT0 = false;
+            _this.DIRLIGHT1 = false;
+            _this.DIRLIGHT2 = false;
+            _this.DIRLIGHT3 = false;
+            _this.POINTLIGHT0 = false;
+            _this.POINTLIGHT1 = false;
+            _this.POINTLIGHT2 = false;
+            _this.POINTLIGHT3 = false;
+            _this.SHADOW0 = false;
+            _this.SHADOW1 = false;
+            _this.SHADOW2 = false;
+            _this.SHADOW3 = false;
+            _this.SHADOWS = false;
+            _this.SHADOWVSM0 = false;
+            _this.SHADOWVSM1 = false;
+            _this.SHADOWVSM2 = false;
+            _this.SHADOWVSM3 = false;
+            _this.SHADOWPCF0 = false;
+            _this.SHADOWPCF1 = false;
+            _this.SHADOWPCF2 = false;
+            _this.SHADOWPCF3 = false;
+            _this.NORMAL = false;
+            _this.UV1 = false;
+            _this.UV2 = false;
+            _this.VERTEXCOLOR = false;
+            _this.VERTEXALPHA = false;
+            _this.NUM_BONE_INFLUENCERS = 0;
+            _this.BonesPerMesh = 0;
+            _this.INSTANCES = false;
+            _this._keys = Object.keys(_this);
+            return _this;
         }
         return NormalMaterialDefines;
     }(BABYLON.MaterialDefines));
     var NormalMaterial = (function (_super) {
         __extends(NormalMaterial, _super);
         function NormalMaterial(name, scene) {
-            _super.call(this, name, scene);
-            this.diffuseColor = new BABYLON.Color3(1, 1, 1);
-            this.disableLighting = false;
-            this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
-            this._scaledDiffuse = new BABYLON.Color3();
-            this._defines = new NormalMaterialDefines();
-            this._cachedDefines = new NormalMaterialDefines();
-            this._cachedDefines.BonesPerMesh = -1;
+            var _this = _super.call(this, name, scene) || this;
+            _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
+            _this.disableLighting = false;
+            _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
+            _this._scaledDiffuse = new BABYLON.Color3();
+            _this._defines = new NormalMaterialDefines();
+            _this._cachedDefines = new NormalMaterialDefines();
+            _this._cachedDefines.BonesPerMesh = -1;
+            return _this;
         }
         NormalMaterial.prototype.needAlphaBlending = function () {
             return (this.alpha < 1.0);
@@ -299,17 +301,17 @@ var BABYLON;
         NormalMaterial.Parse = function (source, scene, rootUrl) {
             return BABYLON.SerializationHelper.Parse(function () { return new NormalMaterial(source.name, scene); }, source, scene, rootUrl);
         };
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], NormalMaterial.prototype, "diffuseTexture", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], NormalMaterial.prototype, "diffuseColor", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], NormalMaterial.prototype, "disableLighting", void 0);
         return NormalMaterial;
     }(BABYLON.Material));
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], NormalMaterial.prototype, "diffuseTexture", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], NormalMaterial.prototype, "diffuseColor", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], NormalMaterial.prototype, "disableLighting", void 0);
     BABYLON.NormalMaterial = NormalMaterial;
 })(BABYLON || (BABYLON = {}));
 

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/materialsLibrary/babylon.normalMaterial.min.js


+ 38 - 36
dist/preview release/materialsLibrary/babylon.simpleMaterial.js

@@ -15,36 +15,38 @@ var BABYLON;
     var SimpleMaterialDefines = (function (_super) {
         __extends(SimpleMaterialDefines, _super);
         function SimpleMaterialDefines() {
-            _super.call(this);
-            this.DIFFUSE = false;
-            this.CLIPPLANE = false;
-            this.ALPHATEST = false;
-            this.POINTSIZE = false;
-            this.FOG = false;
-            this.NORMAL = false;
-            this.UV1 = false;
-            this.UV2 = false;
-            this.VERTEXCOLOR = false;
-            this.VERTEXALPHA = false;
-            this.NUM_BONE_INFLUENCERS = 0;
-            this.BonesPerMesh = 0;
-            this.INSTANCES = false;
-            this.rebuild();
+            var _this = _super.call(this) || this;
+            _this.DIFFUSE = false;
+            _this.CLIPPLANE = false;
+            _this.ALPHATEST = false;
+            _this.POINTSIZE = false;
+            _this.FOG = false;
+            _this.NORMAL = false;
+            _this.UV1 = false;
+            _this.UV2 = false;
+            _this.VERTEXCOLOR = false;
+            _this.VERTEXALPHA = false;
+            _this.NUM_BONE_INFLUENCERS = 0;
+            _this.BonesPerMesh = 0;
+            _this.INSTANCES = false;
+            _this.rebuild();
+            return _this;
         }
         return SimpleMaterialDefines;
     }(BABYLON.MaterialDefines));
     var SimpleMaterial = (function (_super) {
         __extends(SimpleMaterial, _super);
         function SimpleMaterial(name, scene) {
-            _super.call(this, name, scene);
-            this.diffuseColor = new BABYLON.Color3(1, 1, 1);
-            this.disableLighting = false;
-            this.maxSimultaneousLights = 4;
-            this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
-            this._scaledDiffuse = new BABYLON.Color3();
-            this._defines = new SimpleMaterialDefines();
-            this._cachedDefines = new SimpleMaterialDefines();
-            this._cachedDefines.BonesPerMesh = -1;
+            var _this = _super.call(this, name, scene) || this;
+            _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
+            _this.disableLighting = false;
+            _this.maxSimultaneousLights = 4;
+            _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
+            _this._scaledDiffuse = new BABYLON.Color3();
+            _this._defines = new SimpleMaterialDefines();
+            _this._cachedDefines = new SimpleMaterialDefines();
+            _this._cachedDefines.BonesPerMesh = -1;
+            return _this;
         }
         SimpleMaterial.prototype.needAlphaBlending = function () {
             return (this.alpha < 1.0);
@@ -262,20 +264,20 @@ var BABYLON;
         SimpleMaterial.Parse = function (source, scene, rootUrl) {
             return BABYLON.SerializationHelper.Parse(function () { return new SimpleMaterial(source.name, scene); }, source, scene, rootUrl);
         };
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], SimpleMaterial.prototype, "diffuseTexture", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3("diffuseColor")
-        ], SimpleMaterial.prototype, "diffuseColor", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], SimpleMaterial.prototype, "disableLighting", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], SimpleMaterial.prototype, "maxSimultaneousLights", void 0);
         return SimpleMaterial;
     }(BABYLON.Material));
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], SimpleMaterial.prototype, "diffuseTexture", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3("diffuseColor")
+    ], SimpleMaterial.prototype, "diffuseColor", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], SimpleMaterial.prototype, "disableLighting", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], SimpleMaterial.prototype, "maxSimultaneousLights", void 0);
     BABYLON.SimpleMaterial = SimpleMaterial;
 })(BABYLON || (BABYLON = {}));
 

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/materialsLibrary/babylon.simpleMaterial.min.js


+ 53 - 51
dist/preview release/materialsLibrary/babylon.skyMaterial.js

@@ -15,35 +15,37 @@ var BABYLON;
     var SkyMaterialDefines = (function (_super) {
         __extends(SkyMaterialDefines, _super);
         function SkyMaterialDefines() {
-            _super.call(this);
-            this.CLIPPLANE = false;
-            this.POINTSIZE = false;
-            this.FOG = false;
-            this.VERTEXCOLOR = false;
-            this.VERTEXALPHA = false;
-            this._keys = Object.keys(this);
+            var _this = _super.call(this) || this;
+            _this.CLIPPLANE = false;
+            _this.POINTSIZE = false;
+            _this.FOG = false;
+            _this.VERTEXCOLOR = false;
+            _this.VERTEXALPHA = false;
+            _this._keys = Object.keys(_this);
+            return _this;
         }
         return SkyMaterialDefines;
     }(BABYLON.MaterialDefines));
     var SkyMaterial = (function (_super) {
         __extends(SkyMaterial, _super);
         function SkyMaterial(name, scene) {
-            _super.call(this, name, scene);
+            var _this = _super.call(this, name, scene) || this;
             // Public members
-            this.luminance = 1.0;
-            this.turbidity = 10.0;
-            this.rayleigh = 2.0;
-            this.mieCoefficient = 0.005;
-            this.mieDirectionalG = 0.8;
-            this.distance = 500;
-            this.inclination = 0.49;
-            this.azimuth = 0.25;
-            this.sunPosition = new BABYLON.Vector3(0, 100, 0);
-            this.useSunPosition = false;
+            _this.luminance = 1.0;
+            _this.turbidity = 10.0;
+            _this.rayleigh = 2.0;
+            _this.mieCoefficient = 0.005;
+            _this.mieDirectionalG = 0.8;
+            _this.distance = 500;
+            _this.inclination = 0.49;
+            _this.azimuth = 0.25;
+            _this.sunPosition = new BABYLON.Vector3(0, 100, 0);
+            _this.useSunPosition = false;
             // Private members
-            this._cameraPosition = BABYLON.Vector3.Zero();
-            this._defines = new SkyMaterialDefines();
-            this._cachedDefines = new SkyMaterialDefines();
+            _this._cameraPosition = BABYLON.Vector3.Zero();
+            _this._defines = new SkyMaterialDefines();
+            _this._cachedDefines = new SkyMaterialDefines();
+            return _this;
         }
         SkyMaterial.prototype.needAlphaBlending = function () {
             return (this.alpha < 1.0);
@@ -207,38 +209,38 @@ var BABYLON;
         SkyMaterial.Parse = function (source, scene, rootUrl) {
             return BABYLON.SerializationHelper.Parse(function () { return new SkyMaterial(source.name, scene); }, source, scene, rootUrl);
         };
-        __decorate([
-            BABYLON.serialize()
-        ], SkyMaterial.prototype, "luminance", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], SkyMaterial.prototype, "turbidity", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], SkyMaterial.prototype, "rayleigh", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], SkyMaterial.prototype, "mieCoefficient", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], SkyMaterial.prototype, "mieDirectionalG", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], SkyMaterial.prototype, "distance", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], SkyMaterial.prototype, "inclination", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], SkyMaterial.prototype, "azimuth", void 0);
-        __decorate([
-            BABYLON.serializeAsVector3()
-        ], SkyMaterial.prototype, "sunPosition", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], SkyMaterial.prototype, "useSunPosition", void 0);
         return SkyMaterial;
     }(BABYLON.Material));
+    __decorate([
+        BABYLON.serialize()
+    ], SkyMaterial.prototype, "luminance", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], SkyMaterial.prototype, "turbidity", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], SkyMaterial.prototype, "rayleigh", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], SkyMaterial.prototype, "mieCoefficient", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], SkyMaterial.prototype, "mieDirectionalG", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], SkyMaterial.prototype, "distance", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], SkyMaterial.prototype, "inclination", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], SkyMaterial.prototype, "azimuth", void 0);
+    __decorate([
+        BABYLON.serializeAsVector3()
+    ], SkyMaterial.prototype, "sunPosition", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], SkyMaterial.prototype, "useSunPosition", void 0);
     BABYLON.SkyMaterial = SkyMaterial;
 })(BABYLON || (BABYLON = {}));
 

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/materialsLibrary/babylon.skyMaterial.min.js


+ 65 - 63
dist/preview release/materialsLibrary/babylon.terrainMaterial.js

@@ -16,39 +16,41 @@ var BABYLON;
     var TerrainMaterialDefines = (function (_super) {
         __extends(TerrainMaterialDefines, _super);
         function TerrainMaterialDefines() {
-            _super.call(this);
-            this.DIFFUSE = false;
-            this.BUMP = false;
-            this.CLIPPLANE = false;
-            this.ALPHATEST = false;
-            this.POINTSIZE = false;
-            this.FOG = false;
-            this.SPECULARTERM = false;
-            this.NORMAL = false;
-            this.UV1 = false;
-            this.UV2 = false;
-            this.VERTEXCOLOR = false;
-            this.VERTEXALPHA = false;
-            this.NUM_BONE_INFLUENCERS = 0;
-            this.BonesPerMesh = 0;
-            this.INSTANCES = false;
-            this.rebuild();
+            var _this = _super.call(this) || this;
+            _this.DIFFUSE = false;
+            _this.BUMP = false;
+            _this.CLIPPLANE = false;
+            _this.ALPHATEST = false;
+            _this.POINTSIZE = false;
+            _this.FOG = false;
+            _this.SPECULARTERM = false;
+            _this.NORMAL = false;
+            _this.UV1 = false;
+            _this.UV2 = false;
+            _this.VERTEXCOLOR = false;
+            _this.VERTEXALPHA = false;
+            _this.NUM_BONE_INFLUENCERS = 0;
+            _this.BonesPerMesh = 0;
+            _this.INSTANCES = false;
+            _this.rebuild();
+            return _this;
         }
         return TerrainMaterialDefines;
     }(BABYLON.MaterialDefines));
     var TerrainMaterial = (function (_super) {
         __extends(TerrainMaterial, _super);
         function TerrainMaterial(name, scene) {
-            _super.call(this, name, scene);
-            this.diffuseColor = new BABYLON.Color3(1, 1, 1);
-            this.specularColor = new BABYLON.Color3(0, 0, 0);
-            this.specularPower = 64;
-            this.disableLighting = false;
-            this.maxSimultaneousLights = 4;
-            this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
-            this._defines = new TerrainMaterialDefines();
-            this._cachedDefines = new TerrainMaterialDefines();
-            this._cachedDefines.BonesPerMesh = -1;
+            var _this = _super.call(this, name, scene) || this;
+            _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
+            _this.specularColor = new BABYLON.Color3(0, 0, 0);
+            _this.specularPower = 64;
+            _this.disableLighting = false;
+            _this.maxSimultaneousLights = 4;
+            _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
+            _this._defines = new TerrainMaterialDefines();
+            _this._cachedDefines = new TerrainMaterialDefines();
+            _this._cachedDefines.BonesPerMesh = -1;
+            return _this;
         }
         TerrainMaterial.prototype.needAlphaBlending = function () {
             return (this.alpha < 1.0);
@@ -303,44 +305,44 @@ var BABYLON;
         TerrainMaterial.Parse = function (source, scene, rootUrl) {
             return BABYLON.SerializationHelper.Parse(function () { return new TerrainMaterial(source.name, scene); }, source, scene, rootUrl);
         };
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], TerrainMaterial.prototype, "mixTexture", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], TerrainMaterial.prototype, "diffuseTexture1", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], TerrainMaterial.prototype, "diffuseTexture2", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], TerrainMaterial.prototype, "diffuseTexture3", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], TerrainMaterial.prototype, "bumpTexture1", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], TerrainMaterial.prototype, "bumpTexture2", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], TerrainMaterial.prototype, "bumpTexture3", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], TerrainMaterial.prototype, "diffuseColor", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], TerrainMaterial.prototype, "specularColor", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], TerrainMaterial.prototype, "specularPower", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], TerrainMaterial.prototype, "disableLighting", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], TerrainMaterial.prototype, "maxSimultaneousLights", void 0);
         return TerrainMaterial;
     }(BABYLON.Material));
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], TerrainMaterial.prototype, "mixTexture", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], TerrainMaterial.prototype, "diffuseTexture1", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], TerrainMaterial.prototype, "diffuseTexture2", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], TerrainMaterial.prototype, "diffuseTexture3", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], TerrainMaterial.prototype, "bumpTexture1", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], TerrainMaterial.prototype, "bumpTexture2", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], TerrainMaterial.prototype, "bumpTexture3", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], TerrainMaterial.prototype, "diffuseColor", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], TerrainMaterial.prototype, "specularColor", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], TerrainMaterial.prototype, "specularPower", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], TerrainMaterial.prototype, "disableLighting", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], TerrainMaterial.prototype, "maxSimultaneousLights", void 0);
     BABYLON.TerrainMaterial = TerrainMaterial;
 })(BABYLON || (BABYLON = {}));
 

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/materialsLibrary/babylon.terrainMaterial.min.js


+ 71 - 69
dist/preview release/materialsLibrary/babylon.triPlanarMaterial.js

@@ -16,42 +16,44 @@ var BABYLON;
     var TriPlanarMaterialDefines = (function (_super) {
         __extends(TriPlanarMaterialDefines, _super);
         function TriPlanarMaterialDefines() {
-            _super.call(this);
-            this.DIFFUSEX = false;
-            this.DIFFUSEY = false;
-            this.DIFFUSEZ = false;
-            this.BUMPX = false;
-            this.BUMPY = false;
-            this.BUMPZ = false;
-            this.CLIPPLANE = false;
-            this.ALPHATEST = false;
-            this.POINTSIZE = false;
-            this.FOG = false;
-            this.SPECULARTERM = false;
-            this.NORMAL = false;
-            this.VERTEXCOLOR = false;
-            this.VERTEXALPHA = false;
-            this.NUM_BONE_INFLUENCERS = 0;
-            this.BonesPerMesh = 0;
-            this.INSTANCES = false;
-            this.rebuild();
+            var _this = _super.call(this) || this;
+            _this.DIFFUSEX = false;
+            _this.DIFFUSEY = false;
+            _this.DIFFUSEZ = false;
+            _this.BUMPX = false;
+            _this.BUMPY = false;
+            _this.BUMPZ = false;
+            _this.CLIPPLANE = false;
+            _this.ALPHATEST = false;
+            _this.POINTSIZE = false;
+            _this.FOG = false;
+            _this.SPECULARTERM = false;
+            _this.NORMAL = false;
+            _this.VERTEXCOLOR = false;
+            _this.VERTEXALPHA = false;
+            _this.NUM_BONE_INFLUENCERS = 0;
+            _this.BonesPerMesh = 0;
+            _this.INSTANCES = false;
+            _this.rebuild();
+            return _this;
         }
         return TriPlanarMaterialDefines;
     }(BABYLON.MaterialDefines));
     var TriPlanarMaterial = (function (_super) {
         __extends(TriPlanarMaterial, _super);
         function TriPlanarMaterial(name, scene) {
-            _super.call(this, name, scene);
-            this.tileSize = 1;
-            this.diffuseColor = new BABYLON.Color3(1, 1, 1);
-            this.specularColor = new BABYLON.Color3(0.2, 0.2, 0.2);
-            this.specularPower = 64;
-            this.disableLighting = false;
-            this.maxSimultaneousLights = 4;
-            this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
-            this._defines = new TriPlanarMaterialDefines();
-            this._cachedDefines = new TriPlanarMaterialDefines();
-            this._cachedDefines.BonesPerMesh = -1;
+            var _this = _super.call(this, name, scene) || this;
+            _this.tileSize = 1;
+            _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
+            _this.specularColor = new BABYLON.Color3(0.2, 0.2, 0.2);
+            _this.specularPower = 64;
+            _this.disableLighting = false;
+            _this.maxSimultaneousLights = 4;
+            _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
+            _this._defines = new TriPlanarMaterialDefines();
+            _this._cachedDefines = new TriPlanarMaterialDefines();
+            _this._cachedDefines.BonesPerMesh = -1;
+            return _this;
         }
         TriPlanarMaterial.prototype.needAlphaBlending = function () {
             return (this.alpha < 1.0);
@@ -293,47 +295,47 @@ var BABYLON;
         TriPlanarMaterial.Parse = function (source, scene, rootUrl) {
             return BABYLON.SerializationHelper.Parse(function () { return new TriPlanarMaterial(source.name, scene); }, source, scene, rootUrl);
         };
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], TriPlanarMaterial.prototype, "mixTexture", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], TriPlanarMaterial.prototype, "diffuseTextureX", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], TriPlanarMaterial.prototype, "diffuseTextureY", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], TriPlanarMaterial.prototype, "diffuseTextureZ", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], TriPlanarMaterial.prototype, "normalTextureX", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], TriPlanarMaterial.prototype, "normalTextureY", void 0);
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], TriPlanarMaterial.prototype, "normalTextureZ", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], TriPlanarMaterial.prototype, "tileSize", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], TriPlanarMaterial.prototype, "diffuseColor", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], TriPlanarMaterial.prototype, "specularColor", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], TriPlanarMaterial.prototype, "specularPower", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], TriPlanarMaterial.prototype, "disableLighting", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], TriPlanarMaterial.prototype, "maxSimultaneousLights", void 0);
         return TriPlanarMaterial;
     }(BABYLON.Material));
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], TriPlanarMaterial.prototype, "mixTexture", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], TriPlanarMaterial.prototype, "diffuseTextureX", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], TriPlanarMaterial.prototype, "diffuseTextureY", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], TriPlanarMaterial.prototype, "diffuseTextureZ", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], TriPlanarMaterial.prototype, "normalTextureX", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], TriPlanarMaterial.prototype, "normalTextureY", void 0);
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], TriPlanarMaterial.prototype, "normalTextureZ", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], TriPlanarMaterial.prototype, "tileSize", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], TriPlanarMaterial.prototype, "diffuseColor", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], TriPlanarMaterial.prototype, "specularColor", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], TriPlanarMaterial.prototype, "specularPower", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], TriPlanarMaterial.prototype, "disableLighting", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], TriPlanarMaterial.prototype, "maxSimultaneousLights", void 0);
     BABYLON.TriPlanarMaterial = TriPlanarMaterial;
 })(BABYLON || (BABYLON = {}));
 

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/materialsLibrary/babylon.triPlanarMaterial.min.js


+ 3 - 3
dist/preview release/materialsLibrary/babylon.waterMaterial.d.ts

@@ -76,12 +76,12 @@ declare module BABYLON {
         */
         constructor(name: string, scene: Scene, renderTargetSize?: Vector2);
         useLogarithmicDepth: boolean;
-        refractionTexture: RenderTargetTexture;
-        reflectionTexture: RenderTargetTexture;
+        readonly refractionTexture: RenderTargetTexture;
+        readonly reflectionTexture: RenderTargetTexture;
         addToRenderList(node: any): void;
         enableRenderTargets(enable: boolean): void;
         getRenderList(): AbstractMesh[];
-        renderTargetsEnabled: boolean;
+        readonly renderTargetsEnabled: boolean;
         needAlphaBlending(): boolean;
         needAlphaTesting(): boolean;
         getAlphaTestTexture(): BaseTexture;

+ 109 - 107
dist/preview release/materialsLibrary/babylon.waterMaterial.js

@@ -16,27 +16,28 @@ var BABYLON;
     var WaterMaterialDefines = (function (_super) {
         __extends(WaterMaterialDefines, _super);
         function WaterMaterialDefines() {
-            _super.call(this);
-            this.BUMP = false;
-            this.REFLECTION = false;
-            this.CLIPPLANE = false;
-            this.ALPHATEST = false;
-            this.POINTSIZE = false;
-            this.FOG = false;
-            this.NORMAL = false;
-            this.UV1 = false;
-            this.UV2 = false;
-            this.VERTEXCOLOR = false;
-            this.VERTEXALPHA = false;
-            this.NUM_BONE_INFLUENCERS = 0;
-            this.BonesPerMesh = 0;
-            this.INSTANCES = false;
-            this.SPECULARTERM = false;
-            this.LOGARITHMICDEPTH = false;
-            this.FRESNELSEPARATE = false;
-            this.BUMPSUPERIMPOSE = false;
-            this.BUMPAFFECTSREFLECTION = false;
-            this.rebuild();
+            var _this = _super.call(this) || this;
+            _this.BUMP = false;
+            _this.REFLECTION = false;
+            _this.CLIPPLANE = false;
+            _this.ALPHATEST = false;
+            _this.POINTSIZE = false;
+            _this.FOG = false;
+            _this.NORMAL = false;
+            _this.UV1 = false;
+            _this.UV2 = false;
+            _this.VERTEXCOLOR = false;
+            _this.VERTEXALPHA = false;
+            _this.NUM_BONE_INFLUENCERS = 0;
+            _this.BonesPerMesh = 0;
+            _this.INSTANCES = false;
+            _this.SPECULARTERM = false;
+            _this.LOGARITHMICDEPTH = false;
+            _this.FRESNELSEPARATE = false;
+            _this.BUMPSUPERIMPOSE = false;
+            _this.BUMPAFFECTSREFLECTION = false;
+            _this.rebuild();
+            return _this;
         }
         return WaterMaterialDefines;
     }(BABYLON.MaterialDefines));
@@ -47,75 +48,76 @@ var BABYLON;
         */
         function WaterMaterial(name, scene, renderTargetSize) {
             if (renderTargetSize === void 0) { renderTargetSize = new BABYLON.Vector2(512, 512); }
-            _super.call(this, name, scene);
-            this.renderTargetSize = renderTargetSize;
-            this.diffuseColor = new BABYLON.Color3(1, 1, 1);
-            this.specularColor = new BABYLON.Color3(0, 0, 0);
-            this.specularPower = 64;
-            this.disableLighting = false;
-            this.maxSimultaneousLights = 4;
+            var _this = _super.call(this, name, scene) || this;
+            _this.renderTargetSize = renderTargetSize;
+            _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
+            _this.specularColor = new BABYLON.Color3(0, 0, 0);
+            _this.specularPower = 64;
+            _this.disableLighting = false;
+            _this.maxSimultaneousLights = 4;
             /**
             * @param {number}: Represents the wind force
             */
-            this.windForce = 6;
+            _this.windForce = 6;
             /**
             * @param {Vector2}: The direction of the wind in the plane (X, Z)
             */
-            this.windDirection = new BABYLON.Vector2(0, 1);
+            _this.windDirection = new BABYLON.Vector2(0, 1);
             /**
             * @param {number}: Wave height, represents the height of the waves
             */
-            this.waveHeight = 0.4;
+            _this.waveHeight = 0.4;
             /**
             * @param {number}: Bump height, represents the bump height related to the bump map
             */
-            this.bumpHeight = 0.4;
+            _this.bumpHeight = 0.4;
             /**
              * @param {boolean}: Add a smaller moving bump to less steady waves.
              */
-            this.bumpSuperimpose = false;
+            _this.bumpSuperimpose = false;
             /**
              * @param {boolean}: Color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.
              */
-            this.fresnelSeparate = false;
+            _this.fresnelSeparate = false;
             /**
              * @param {boolean}: bump Waves modify the reflection.
              */
-            this.bumpAffectsReflection = false;
+            _this.bumpAffectsReflection = false;
             /**
             * @param {number}: The water color blended with the refraction (near)
             */
-            this.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6);
+            _this.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6);
             /**
             * @param {number}: The blend factor related to the water color
             */
-            this.colorBlendFactor = 0.2;
+            _this.colorBlendFactor = 0.2;
             /**
              * @param {number}: The water color blended with the reflection (far)
              */
-            this.waterColor2 = new BABYLON.Color3(0.1, 0.1, 0.6);
+            _this.waterColor2 = new BABYLON.Color3(0.1, 0.1, 0.6);
             /**
              * @param {number}: The blend factor related to the water color (reflection, far)
              */
-            this.colorBlendFactor2 = 0.2;
+            _this.colorBlendFactor2 = 0.2;
             /**
             * @param {number}: Represents the maximum length of a wave
             */
-            this.waveLength = 0.1;
+            _this.waveLength = 0.1;
             /**
             * @param {number}: Defines the waves speed
             */
-            this.waveSpeed = 1.0;
+            _this.waveSpeed = 1.0;
             /*
             * Private members
             */
-            this._mesh = null;
-            this._reflectionTransform = BABYLON.Matrix.Zero();
-            this._lastTime = 0;
-            this._defines = new WaterMaterialDefines();
-            this._cachedDefines = new WaterMaterialDefines();
+            _this._mesh = null;
+            _this._reflectionTransform = BABYLON.Matrix.Zero();
+            _this._lastTime = 0;
+            _this._defines = new WaterMaterialDefines();
+            _this._cachedDefines = new WaterMaterialDefines();
             // Create render targets
-            this._createRenderTargets(scene, renderTargetSize);
+            _this._createRenderTargets(scene, renderTargetSize);
+            return _this;
         }
         Object.defineProperty(WaterMaterial.prototype, "useLogarithmicDepth", {
             get: function () {
@@ -516,68 +518,68 @@ var BABYLON;
             var mesh = BABYLON.Mesh.CreateGround(name, 512, 512, 32, scene, false);
             return mesh;
         };
-        __decorate([
-            BABYLON.serializeAsTexture()
-        ], WaterMaterial.prototype, "bumpTexture", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], WaterMaterial.prototype, "diffuseColor", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], WaterMaterial.prototype, "specularColor", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], WaterMaterial.prototype, "specularPower", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], WaterMaterial.prototype, "disableLighting", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], WaterMaterial.prototype, "maxSimultaneousLights", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], WaterMaterial.prototype, "windForce", void 0);
-        __decorate([
-            BABYLON.serializeAsVector2()
-        ], WaterMaterial.prototype, "windDirection", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], WaterMaterial.prototype, "waveHeight", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], WaterMaterial.prototype, "bumpHeight", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], WaterMaterial.prototype, "bumpSuperimpose", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], WaterMaterial.prototype, "fresnelSeparate", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], WaterMaterial.prototype, "bumpAffectsReflection", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], WaterMaterial.prototype, "waterColor", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], WaterMaterial.prototype, "colorBlendFactor", void 0);
-        __decorate([
-            BABYLON.serializeAsColor3()
-        ], WaterMaterial.prototype, "waterColor2", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], WaterMaterial.prototype, "colorBlendFactor2", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], WaterMaterial.prototype, "waveLength", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], WaterMaterial.prototype, "waveSpeed", void 0);
-        __decorate([
-            BABYLON.serialize()
-        ], WaterMaterial.prototype, "useLogarithmicDepth", null);
         return WaterMaterial;
     }(BABYLON.Material));
+    __decorate([
+        BABYLON.serializeAsTexture()
+    ], WaterMaterial.prototype, "bumpTexture", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], WaterMaterial.prototype, "diffuseColor", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], WaterMaterial.prototype, "specularColor", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], WaterMaterial.prototype, "specularPower", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], WaterMaterial.prototype, "disableLighting", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], WaterMaterial.prototype, "maxSimultaneousLights", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], WaterMaterial.prototype, "windForce", void 0);
+    __decorate([
+        BABYLON.serializeAsVector2()
+    ], WaterMaterial.prototype, "windDirection", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], WaterMaterial.prototype, "waveHeight", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], WaterMaterial.prototype, "bumpHeight", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], WaterMaterial.prototype, "bumpSuperimpose", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], WaterMaterial.prototype, "fresnelSeparate", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], WaterMaterial.prototype, "bumpAffectsReflection", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], WaterMaterial.prototype, "waterColor", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], WaterMaterial.prototype, "colorBlendFactor", void 0);
+    __decorate([
+        BABYLON.serializeAsColor3()
+    ], WaterMaterial.prototype, "waterColor2", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], WaterMaterial.prototype, "colorBlendFactor2", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], WaterMaterial.prototype, "waveLength", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], WaterMaterial.prototype, "waveSpeed", void 0);
+    __decorate([
+        BABYLON.serialize()
+    ], WaterMaterial.prototype, "useLogarithmicDepth", null);
     BABYLON.WaterMaterial = WaterMaterial;
 })(BABYLON || (BABYLON = {}));
 

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/materialsLibrary/babylon.waterMaterial.min.js


+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.d.ts

@@ -13,7 +13,7 @@ declare module BABYLON {
         /**
          * Gets the size of one char in the texture (each char fits in size * size space in the texture).
          */
-        charSize: number;
+        readonly charSize: number;
         /**
          * Create a new instance of the Ascii Art FontTexture class
          * @param name the name of the texture

+ 32 - 31
dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.js

@@ -28,24 +28,24 @@ var BABYLON;
          * @param scene the scene that owns the texture
          */
         function AsciiArtFontTexture(name, font, text, scene) {
-            _super.call(this, scene);
-            this.name = name;
-            this._text == text;
-            this._font == font;
-            this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
-            this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
+            var _this = _super.call(this, scene) || this;
+            _this.name = name;
+            _this._text == text;
+            _this._font == font;
+            _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
+            _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
             //this.anisotropicFilteringLevel = 1;
             // Get the font specific info.
-            var maxCharHeight = this.getFontHeight(font);
-            var maxCharWidth = this.getFontWidth(font);
-            this._charSize = Math.max(maxCharHeight.height, maxCharWidth);
+            var maxCharHeight = _this.getFontHeight(font);
+            var maxCharWidth = _this.getFontWidth(font);
+            _this._charSize = Math.max(maxCharHeight.height, maxCharWidth);
             // This is an approximate size, but should always be able to fit at least the maxCharCount.
-            var textureWidth = Math.ceil(this._charSize * text.length);
-            var textureHeight = this._charSize;
+            var textureWidth = Math.ceil(_this._charSize * text.length);
+            var textureHeight = _this._charSize;
             // Create the texture that will store the font characters.
-            this._texture = scene.getEngine().createDynamicTexture(textureWidth, textureHeight, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
+            _this._texture = scene.getEngine().createDynamicTexture(textureWidth, textureHeight, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
             //scene.getEngine().setclamp
-            var textureSize = this.getSize();
+            var textureSize = _this.getSize();
             // Create a canvas with the final size: the one matching the texture.
             var canvas = document.createElement("canvas");
             canvas.width = textureSize.width;
@@ -57,10 +57,11 @@ var BABYLON;
             context.imageSmoothingEnabled = false;
             // Sets the text in the texture.
             for (var i = 0; i < text.length; i++) {
-                context.fillText(text[i], i * this._charSize, -maxCharHeight.offset);
+                context.fillText(text[i], i * _this._charSize, -maxCharHeight.offset);
             }
             // Flush the text in the dynamic texture.
-            this.getScene().getEngine().updateDynamicTexture(this._texture, canvas, false, true);
+            _this.getScene().getEngine().updateDynamicTexture(_this._texture, canvas, false, true);
+            return _this;
         }
         Object.defineProperty(AsciiArtFontTexture.prototype, "charSize", {
             /**
@@ -139,14 +140,14 @@ var BABYLON;
             var texture = BABYLON.SerializationHelper.Parse(function () { return new AsciiArtFontTexture(source.name, source.font, source.text, scene); }, source, scene, null);
             return texture;
         };
-        __decorate([
-            BABYLON.serialize("font")
-        ], AsciiArtFontTexture.prototype, "_font", void 0);
-        __decorate([
-            BABYLON.serialize("text")
-        ], AsciiArtFontTexture.prototype, "_text", void 0);
         return AsciiArtFontTexture;
     }(BABYLON.BaseTexture));
+    __decorate([
+        BABYLON.serialize("font")
+    ], AsciiArtFontTexture.prototype, "_font", void 0);
+    __decorate([
+        BABYLON.serialize("text")
+    ], AsciiArtFontTexture.prototype, "_text", void 0);
     BABYLON.AsciiArtFontTexture = AsciiArtFontTexture;
     /**
      * AsciiArtPostProcess helps rendering everithing in Ascii Art.
@@ -163,21 +164,20 @@ var BABYLON;
          * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
          */
         function AsciiArtPostProcess(name, camera, options) {
-            var _this = this;
-            _super.call(this, name, 'asciiart', ['asciiArtFontInfos', 'asciiArtOptions'], ['asciiArtFont'], {
+            var _this = _super.call(this, name, 'asciiart', ['asciiArtFontInfos', 'asciiArtOptions'], ['asciiArtFont'], {
                 width: camera.getEngine().getRenderWidth(),
                 height: camera.getEngine().getRenderHeight()
-            }, camera, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, camera.getEngine(), true);
+            }, camera, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, camera.getEngine(), true) || this;
             /**
              * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
              * This number is defined between 0 and 1;
              */
-            this.mixToTile = 0;
+            _this.mixToTile = 0;
             /**
              * This defines the amount you want to mix the normal rendering pass in the ascii art.
              * This number is defined between 0 and 1;
              */
-            this.mixToNormal = 0;
+            _this.mixToNormal = 0;
             // Default values.
             var font = "40px Monospace";
             var characterSet = " `-.'_:,\"=^;<+!*?/cL\\zrs7TivJtC{3F)Il(xZfY5S2eajo14[nuyE]P6V9kXpKwGhqAUbOd8#HRDB0$mgMW&Q%N@";
@@ -189,17 +189,18 @@ var BABYLON;
                 else {
                     font = options.font || font;
                     characterSet = options.characterSet || characterSet;
-                    this.mixToTile = options.mixToTile || this.mixToTile;
-                    this.mixToNormal = options.mixToNormal || this.mixToNormal;
+                    _this.mixToTile = options.mixToTile || _this.mixToTile;
+                    _this.mixToNormal = options.mixToNormal || _this.mixToNormal;
                 }
             }
-            this._asciiArtFontTexture = new AsciiArtFontTexture(name, font, characterSet, camera.getScene());
-            var textureSize = this._asciiArtFontTexture.getSize();
-            this.onApply = function (effect) {
+            _this._asciiArtFontTexture = new AsciiArtFontTexture(name, font, characterSet, camera.getScene());
+            var textureSize = _this._asciiArtFontTexture.getSize();
+            _this.onApply = function (effect) {
                 effect.setTexture("asciiArtFont", _this._asciiArtFontTexture);
                 effect.setFloat4("asciiArtFontInfos", _this._asciiArtFontTexture.charSize, characterSet.length, textureSize.width, textureSize.height);
                 effect.setFloat4("asciiArtOptions", _this.width, _this.height, _this.mixToNormal, _this.mixToTile);
             };
+            return _this;
         }
         return AsciiArtPostProcess;
     }(BABYLON.PostProcess));

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js


+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.d.ts

@@ -13,7 +13,7 @@ declare module BABYLON {
         /**
          * Gets the size of one char in the texture (each char fits in size * size space in the texture).
          */
-        charSize: number;
+        readonly charSize: number;
         /**
          * Create a new instance of the Digital Rain FontTexture class
          * @param name the name of the texture

+ 32 - 31
dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.js

@@ -28,24 +28,24 @@ var BABYLON;
          * @param scene the scene that owns the texture
          */
         function DigitalRainFontTexture(name, font, text, scene) {
-            _super.call(this, scene);
-            this.name = name;
-            this._text == text;
-            this._font == font;
-            this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
-            this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
+            var _this = _super.call(this, scene) || this;
+            _this.name = name;
+            _this._text == text;
+            _this._font == font;
+            _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
+            _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
             //this.anisotropicFilteringLevel = 1;
             // Get the font specific info.
-            var maxCharHeight = this.getFontHeight(font);
-            var maxCharWidth = this.getFontWidth(font);
-            this._charSize = Math.max(maxCharHeight.height, maxCharWidth);
+            var maxCharHeight = _this.getFontHeight(font);
+            var maxCharWidth = _this.getFontWidth(font);
+            _this._charSize = Math.max(maxCharHeight.height, maxCharWidth);
             // This is an approximate size, but should always be able to fit at least the maxCharCount.
-            var textureWidth = this._charSize;
-            var textureHeight = Math.ceil(this._charSize * text.length);
+            var textureWidth = _this._charSize;
+            var textureHeight = Math.ceil(_this._charSize * text.length);
             // Create the texture that will store the font characters.
-            this._texture = scene.getEngine().createDynamicTexture(textureWidth, textureHeight, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
+            _this._texture = scene.getEngine().createDynamicTexture(textureWidth, textureHeight, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
             //scene.getEngine().setclamp
-            var textureSize = this.getSize();
+            var textureSize = _this.getSize();
             // Create a canvas with the final size: the one matching the texture.
             var canvas = document.createElement("canvas");
             canvas.width = textureSize.width;
@@ -57,10 +57,11 @@ var BABYLON;
             context.imageSmoothingEnabled = false;
             // Sets the text in the texture.
             for (var i = 0; i < text.length; i++) {
-                context.fillText(text[i], 0, i * this._charSize - maxCharHeight.offset);
+                context.fillText(text[i], 0, i * _this._charSize - maxCharHeight.offset);
             }
             // Flush the text in the dynamic texture.
-            this.getScene().getEngine().updateDynamicTexture(this._texture, canvas, false, true);
+            _this.getScene().getEngine().updateDynamicTexture(_this._texture, canvas, false, true);
+            return _this;
         }
         Object.defineProperty(DigitalRainFontTexture.prototype, "charSize", {
             /**
@@ -139,14 +140,14 @@ var BABYLON;
             var texture = BABYLON.SerializationHelper.Parse(function () { return new DigitalRainFontTexture(source.name, source.font, source.text, scene); }, source, scene, null);
             return texture;
         };
-        __decorate([
-            BABYLON.serialize("font")
-        ], DigitalRainFontTexture.prototype, "_font", void 0);
-        __decorate([
-            BABYLON.serialize("text")
-        ], DigitalRainFontTexture.prototype, "_text", void 0);
         return DigitalRainFontTexture;
     }(BABYLON.BaseTexture));
+    __decorate([
+        BABYLON.serialize("font")
+    ], DigitalRainFontTexture.prototype, "_font", void 0);
+    __decorate([
+        BABYLON.serialize("text")
+    ], DigitalRainFontTexture.prototype, "_text", void 0);
     BABYLON.DigitalRainFontTexture = DigitalRainFontTexture;
     /**
      * DigitalRainPostProcess helps rendering everithing in digital rain.
@@ -163,21 +164,20 @@ var BABYLON;
          * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
          */
         function DigitalRainPostProcess(name, camera, options) {
-            var _this = this;
-            _super.call(this, name, 'digitalrain', ['digitalRainFontInfos', 'digitalRainOptions', 'cosTimeZeroOne', 'matrixSpeed'], ['digitalRainFont'], {
+            var _this = _super.call(this, name, 'digitalrain', ['digitalRainFontInfos', 'digitalRainOptions', 'cosTimeZeroOne', 'matrixSpeed'], ['digitalRainFont'], {
                 width: camera.getEngine().getRenderWidth(),
                 height: camera.getEngine().getRenderHeight()
-            }, camera, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, camera.getEngine(), true);
+            }, camera, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, camera.getEngine(), true) || this;
             /**
              * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
              * This number is defined between 0 and 1;
              */
-            this.mixToTile = 0;
+            _this.mixToTile = 0;
             /**
              * This defines the amount you want to mix the normal rendering pass in the digital rain.
              * This number is defined between 0 and 1;
              */
-            this.mixToNormal = 0;
+            _this.mixToNormal = 0;
             // Default values.
             var font = "15px Monospace";
             var characterSet = "古池や蛙飛び込む水の音ふるいけやかわずとびこむみずのおと初しぐれ猿も小蓑をほしげ也はつしぐれさるもこみのをほしげなり江戸の雨何石呑んだ時鳥えどのあめなんごくのんだほととぎす";
@@ -188,19 +188,19 @@ var BABYLON;
                 }
                 else {
                     font = options.font || font;
-                    this.mixToTile = options.mixToTile || this.mixToTile;
-                    this.mixToNormal = options.mixToNormal || this.mixToNormal;
+                    _this.mixToTile = options.mixToTile || _this.mixToTile;
+                    _this.mixToNormal = options.mixToNormal || _this.mixToNormal;
                 }
             }
-            this._digitalRainFontTexture = new DigitalRainFontTexture(name, font, characterSet, camera.getScene());
-            var textureSize = this._digitalRainFontTexture.getSize();
+            _this._digitalRainFontTexture = new DigitalRainFontTexture(name, font, characterSet, camera.getScene());
+            var textureSize = _this._digitalRainFontTexture.getSize();
             var alpha = 0.0;
             var cosTimeZeroOne = 0.0;
             var matrix = new BABYLON.Matrix();
             for (var i = 0; i < 16; i++) {
                 matrix.m[i] = Math.random();
             }
-            this.onApply = function (effect) {
+            _this.onApply = function (effect) {
                 effect.setTexture("digitalRainFont", _this._digitalRainFontTexture);
                 effect.setFloat4("digitalRainFontInfos", _this._digitalRainFontTexture.charSize, characterSet.length, textureSize.width, textureSize.height);
                 effect.setFloat4("digitalRainOptions", _this.width, _this.height, _this.mixToNormal, _this.mixToTile);
@@ -209,6 +209,7 @@ var BABYLON;
                 cosTimeZeroOne = alpha;
                 effect.setFloat('cosTimeZeroOne', cosTimeZeroOne);
             };
+            return _this;
         }
         return DigitalRainPostProcess;
     }(BABYLON.PostProcess));

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+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js


+ 7 - 6
dist/preview release/proceduralTexturesLibrary/babylon.brickProceduralTexture.js

@@ -9,12 +9,13 @@ var BABYLON;
     var BrickProceduralTexture = (function (_super) {
         __extends(BrickProceduralTexture, _super);
         function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
-            _super.call(this, name, size, "brickProceduralTexture", scene, fallbackTexture, generateMipMaps);
-            this._numberOfBricksHeight = 15;
-            this._numberOfBricksWidth = 5;
-            this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
-            this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
-            this.updateShaderUniforms();
+            var _this = _super.call(this, name, size, "brickProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
+            _this._numberOfBricksHeight = 15;
+            _this._numberOfBricksWidth = 5;
+            _this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
+            _this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
+            _this.updateShaderUniforms();
+            return _this;
         }
         BrickProceduralTexture.prototype.updateShaderUniforms = function () {
             this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);

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+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.brickProceduralTexture.min.js


+ 5 - 4
dist/preview release/proceduralTexturesLibrary/babylon.cloudProceduralTexture.js

@@ -9,10 +9,11 @@ var BABYLON;
     var CloudProceduralTexture = (function (_super) {
         __extends(CloudProceduralTexture, _super);
         function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
-            _super.call(this, name, size, "cloudProceduralTexture", scene, fallbackTexture, generateMipMaps);
-            this._skyColor = new BABYLON.Color4(0.15, 0.68, 1.0, 1.0);
-            this._cloudColor = new BABYLON.Color4(1, 1, 1, 1.0);
-            this.updateShaderUniforms();
+            var _this = _super.call(this, name, size, "cloudProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
+            _this._skyColor = new BABYLON.Color4(0.15, 0.68, 1.0, 1.0);
+            _this._cloudColor = new BABYLON.Color4(1, 1, 1, 1.0);
+            _this.updateShaderUniforms();
+            return _this;
         }
         CloudProceduralTexture.prototype.updateShaderUniforms = function () {
             this.setColor4("skyColor", this._skyColor);

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+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.cloudProceduralTexture.min.js


+ 4 - 4
dist/preview release/proceduralTexturesLibrary/babylon.fireProceduralTexture.d.ts

@@ -9,10 +9,10 @@ declare module BABYLON {
         constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
         updateShaderUniforms(): void;
         render(useCameraPostProcess?: boolean): void;
-        static PurpleFireColors: Color3[];
-        static GreenFireColors: Color3[];
-        static RedFireColors: Color3[];
-        static BlueFireColors: Color3[];
+        static readonly PurpleFireColors: Color3[];
+        static readonly GreenFireColors: Color3[];
+        static readonly RedFireColors: Color3[];
+        static readonly BlueFireColors: Color3[];
         fireColors: Color3[];
         time: number;
         speed: Vector2;

+ 8 - 7
dist/preview release/proceduralTexturesLibrary/babylon.fireProceduralTexture.js

@@ -9,13 +9,14 @@ var BABYLON;
     var FireProceduralTexture = (function (_super) {
         __extends(FireProceduralTexture, _super);
         function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
-            _super.call(this, name, size, "fireProceduralTexture", scene, fallbackTexture, generateMipMaps);
-            this._time = 0.0;
-            this._speed = new BABYLON.Vector2(0.5, 0.3);
-            this._autoGenerateTime = true;
-            this._alphaThreshold = 0.5;
-            this._fireColors = FireProceduralTexture.RedFireColors;
-            this.updateShaderUniforms();
+            var _this = _super.call(this, name, size, "fireProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
+            _this._time = 0.0;
+            _this._speed = new BABYLON.Vector2(0.5, 0.3);
+            _this._autoGenerateTime = true;
+            _this._alphaThreshold = 0.5;
+            _this._fireColors = FireProceduralTexture.RedFireColors;
+            _this.updateShaderUniforms();
+            return _this;
         }
         FireProceduralTexture.prototype.updateShaderUniforms = function () {
             this.setFloat("time", this._time);

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+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.fireProceduralTexture.min.js


+ 8 - 7
dist/preview release/proceduralTexturesLibrary/babylon.grassProceduralTexture.js

@@ -9,17 +9,18 @@ var BABYLON;
     var GrassProceduralTexture = (function (_super) {
         __extends(GrassProceduralTexture, _super);
         function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
-            _super.call(this, name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps);
-            this._herb1 = new BABYLON.Color3(0.29, 0.38, 0.02);
-            this._herb2 = new BABYLON.Color3(0.36, 0.49, 0.09);
-            this._herb3 = new BABYLON.Color3(0.51, 0.6, 0.28);
-            this._groundColor = new BABYLON.Color3(1, 1, 1);
-            this._grassColors = [
+            var _this = _super.call(this, name, size, "grassProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
+            _this._herb1 = new BABYLON.Color3(0.29, 0.38, 0.02);
+            _this._herb2 = new BABYLON.Color3(0.36, 0.49, 0.09);
+            _this._herb3 = new BABYLON.Color3(0.51, 0.6, 0.28);
+            _this._groundColor = new BABYLON.Color3(1, 1, 1);
+            _this._grassColors = [
                 new BABYLON.Color3(0.29, 0.38, 0.02),
                 new BABYLON.Color3(0.36, 0.49, 0.09),
                 new BABYLON.Color3(0.51, 0.6, 0.28)
             ];
-            this.updateShaderUniforms();
+            _this.updateShaderUniforms();
+            return _this;
         }
         GrassProceduralTexture.prototype.updateShaderUniforms = function () {
             this.setColor3("herb1Color", this._grassColors[0]);

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+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.grassProceduralTexture.min.js


+ 7 - 6
dist/preview release/proceduralTexturesLibrary/babylon.marbleProceduralTexture.js

@@ -9,12 +9,13 @@ var BABYLON;
     var MarbleProceduralTexture = (function (_super) {
         __extends(MarbleProceduralTexture, _super);
         function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
-            _super.call(this, name, size, "marbleProceduralTexture", scene, fallbackTexture, generateMipMaps);
-            this._numberOfTilesHeight = 3;
-            this._numberOfTilesWidth = 3;
-            this._amplitude = 9.0;
-            this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
-            this.updateShaderUniforms();
+            var _this = _super.call(this, name, size, "marbleProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
+            _this._numberOfTilesHeight = 3;
+            _this._numberOfTilesWidth = 3;
+            _this._amplitude = 9.0;
+            _this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
+            _this.updateShaderUniforms();
+            return _this;
         }
         MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
             this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);

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+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.marbleProceduralTexture.min.js


+ 4 - 3
dist/preview release/proceduralTexturesLibrary/babylon.roadProceduralTexture.js

@@ -9,9 +9,10 @@ var BABYLON;
     var RoadProceduralTexture = (function (_super) {
         __extends(RoadProceduralTexture, _super);
         function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
-            _super.call(this, name, size, "roadProceduralTexture", scene, fallbackTexture, generateMipMaps);
-            this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
-            this.updateShaderUniforms();
+            var _this = _super.call(this, name, size, "roadProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
+            _this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
+            _this.updateShaderUniforms();
+            return _this;
         }
         RoadProceduralTexture.prototype.updateShaderUniforms = function () {
             this.setColor3("roadColor", this._roadColor);

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dist/preview release/proceduralTexturesLibrary/babylon.roadProceduralTexture.min.js


+ 14 - 13
dist/preview release/proceduralTexturesLibrary/babylon.starfieldProceduralTexture.js

@@ -9,19 +9,20 @@ var BABYLON;
     var StarfieldProceduralTexture = (function (_super) {
         __extends(StarfieldProceduralTexture, _super);
         function StarfieldProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
-            _super.call(this, name, size, "starfieldProceduralTexture", scene, fallbackTexture, generateMipMaps);
-            this._time = 1;
-            this._alpha = 0.5;
-            this._beta = 0.8;
-            this._zoom = 0.8;
-            this._formuparam = 0.53;
-            this._stepsize = 0.1;
-            this._tile = 0.850;
-            this._brightness = 0.0015;
-            this._darkmatter = 0.400;
-            this._distfading = 0.730;
-            this._saturation = 0.850;
-            this.updateShaderUniforms();
+            var _this = _super.call(this, name, size, "starfieldProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
+            _this._time = 1;
+            _this._alpha = 0.5;
+            _this._beta = 0.8;
+            _this._zoom = 0.8;
+            _this._formuparam = 0.53;
+            _this._stepsize = 0.1;
+            _this._tile = 0.850;
+            _this._brightness = 0.0015;
+            _this._darkmatter = 0.400;
+            _this._distfading = 0.730;
+            _this._saturation = 0.850;
+            _this.updateShaderUniforms();
+            return _this;
         }
         StarfieldProceduralTexture.prototype.updateShaderUniforms = function () {
             this.setFloat("time", this._time);

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+ 1 - 1
dist/preview release/proceduralTexturesLibrary/babylon.starfieldProceduralTexture.min.js


+ 5 - 4
dist/preview release/proceduralTexturesLibrary/babylon.woodProceduralTexture.js

@@ -9,10 +9,11 @@ var BABYLON;
     var WoodProceduralTexture = (function (_super) {
         __extends(WoodProceduralTexture, _super);
         function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
-            _super.call(this, name, size, "woodProceduralTexture", scene, fallbackTexture, generateMipMaps);
-            this._ampScale = 100.0;
-            this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
-            this.updateShaderUniforms();
+            var _this = _super.call(this, name, size, "woodProceduralTexture", scene, fallbackTexture, generateMipMaps) || this;
+            _this._ampScale = 100.0;
+            _this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
+            _this.updateShaderUniforms();
+            return _this;
         }
         WoodProceduralTexture.prototype.updateShaderUniforms = function () {
             this.setFloat("ampScale", this._ampScale);

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dist/preview release/proceduralTexturesLibrary/babylon.woodProceduralTexture.min.js