|
@@ -10447,7 +10447,7 @@ var BABYLON;
|
|
if (!hostingScene) {
|
|
if (!hostingScene) {
|
|
hostingScene = _this.scenes[_this.scenes.length - 1];
|
|
hostingScene = _this.scenes[_this.scenes.length - 1];
|
|
}
|
|
}
|
|
- hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt);
|
|
|
|
|
|
+ hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
|
|
_this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination);
|
|
_this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination);
|
|
_this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
|
|
_this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
|
|
_this.unBindFramebuffer(rtt);
|
|
_this.unBindFramebuffer(rtt);
|
|
@@ -15600,6 +15600,26 @@ var BABYLON;
|
|
BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
|
|
BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
|
|
this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
|
|
this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
|
|
};
|
|
};
|
|
|
|
+ /**
|
|
|
|
+ * Align the mesh with a normal.
|
|
|
|
+ * Returns the mesh.
|
|
|
|
+ */
|
|
|
|
+ AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
|
|
|
|
+ if (!upDirection) {
|
|
|
|
+ upDirection = BABYLON.Axis.Y;
|
|
|
|
+ }
|
|
|
|
+ var axisX = BABYLON.Tmp.Vector3[0];
|
|
|
|
+ var axisZ = BABYLON.Tmp.Vector3[1];
|
|
|
|
+ BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
|
|
|
|
+ BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
|
|
|
|
+ if (this.rotationQuaternion) {
|
|
|
|
+ BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
|
|
|
|
+ }
|
|
|
|
+ else {
|
|
|
|
+ BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
|
|
|
|
+ }
|
|
|
|
+ return this;
|
|
|
|
+ };
|
|
AbstractMesh.prototype.checkOcclusionQuery = function () {
|
|
AbstractMesh.prototype.checkOcclusionQuery = function () {
|
|
var engine = this.getEngine();
|
|
var engine = this.getEngine();
|
|
if (engine.webGLVersion < 2 || this.occlusionType === AbstractMesh.OCCLUSION_TYPE_NONE) {
|
|
if (engine.webGLVersion < 2 || this.occlusionType === AbstractMesh.OCCLUSION_TYPE_NONE) {
|
|
@@ -47413,14 +47433,16 @@ var BABYLON;
|
|
var options = {
|
|
var options = {
|
|
attributes: [BABYLON.VertexBuffer.PositionKind],
|
|
attributes: [BABYLON.VertexBuffer.PositionKind],
|
|
uniforms: ["world", "viewProjection"],
|
|
uniforms: ["world", "viewProjection"],
|
|
- needAlphaBlending: false,
|
|
|
|
|
|
+ needAlphaBlending: true,
|
|
defines: defines
|
|
defines: defines
|
|
};
|
|
};
|
|
|
|
+ if (useVertexAlpha === false) {
|
|
|
|
+ options.needAlphaBlending = false;
|
|
|
|
+ }
|
|
if (!useVertexColor) {
|
|
if (!useVertexColor) {
|
|
options.uniforms.push("color");
|
|
options.uniforms.push("color");
|
|
}
|
|
}
|
|
else {
|
|
else {
|
|
- options.needAlphaBlending = (useVertexAlpha) ? true : false;
|
|
|
|
options.defines.push("#define VERTEXCOLOR");
|
|
options.defines.push("#define VERTEXCOLOR");
|
|
options.attributes.push(BABYLON.VertexBuffer.ColorKind);
|
|
options.attributes.push(BABYLON.VertexBuffer.ColorKind);
|
|
}
|
|
}
|
|
@@ -48376,7 +48398,7 @@ var BABYLON;
|
|
* The parameter `lines` is an array of lines, each line being an array of successive Vector3.
|
|
* The parameter `lines` is an array of lines, each line being an array of successive Vector3.
|
|
* The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter. The way to update it is the same than for
|
|
* The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter. The way to update it is the same than for
|
|
* The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point.
|
|
* The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point.
|
|
- * The optional parameter `useVertexAlpha' is to be set to `true` (default `false`) when the alpha value from the former `Color4` array must be used.
|
|
|
|
|
|
+ * The optional parameter `useVertexAlpha' is to be set to `false` (default `true`) when you don't need the alpha blending (faster).
|
|
* updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
|
|
* updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
|
|
* When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines.
|
|
* When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines.
|
|
* The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
* The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
@@ -48432,7 +48454,7 @@ var BABYLON;
|
|
* The parameter `points` is an array successive Vector3.
|
|
* The parameter `points` is an array successive Vector3.
|
|
* The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
|
|
* The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
|
|
* The optional parameter `colors` is an array of successive Color4, one per line point.
|
|
* The optional parameter `colors` is an array of successive Color4, one per line point.
|
|
- * The optional parameter `useVertexAlpha' is to be set to `true` (default `false`) when the alpha value from the former `Color4` array must be used.
|
|
|
|
|
|
+ * The optional parameter `useVertexAlpha' is to be set to `false` (default `true`) when you don't need alpha blending (faster).
|
|
* When updating an instance, remember that only point positions can change, not the number of points.
|
|
* When updating an instance, remember that only point positions can change, not the number of points.
|
|
* The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
* The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
*/
|
|
*/
|
|
@@ -60323,6 +60345,9 @@ var BABYLON;
|
|
this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
|
|
this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
|
|
this.fxaa.autoClear = !this.bloomEnabled && (!this._hdr || !this.imageProcessing);
|
|
this.fxaa.autoClear = !this.bloomEnabled && (!this._hdr || !this.imageProcessing);
|
|
}
|
|
}
|
|
|
|
+ else if (this._hdr && this.imageProcessing) {
|
|
|
|
+ this.finalMerge = this.imageProcessing;
|
|
|
|
+ }
|
|
else {
|
|
else {
|
|
this.finalMerge = new BABYLON.PassPostProcess("finalMerge", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
|
|
this.finalMerge = new BABYLON.PassPostProcess("finalMerge", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
|
|
this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FinalMergePostProcessId, function () { return _this.finalMerge; }, true));
|
|
this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FinalMergePostProcessId, function () { return _this.finalMerge; }, true));
|
|
@@ -61233,7 +61258,7 @@ var BABYLON;
|
|
(function (BABYLON) {
|
|
(function (BABYLON) {
|
|
var ImageProcessingPostProcess = /** @class */ (function (_super) {
|
|
var ImageProcessingPostProcess = /** @class */ (function (_super) {
|
|
__extends(ImageProcessingPostProcess, _super);
|
|
__extends(ImageProcessingPostProcess, _super);
|
|
- function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
|
|
|
|
|
|
+ function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
|
|
if (camera === void 0) { camera = null; }
|
|
if (camera === void 0) { camera = null; }
|
|
if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
|
|
if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
|
|
var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
|
|
var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
|
|
@@ -61257,9 +61282,17 @@ var BABYLON;
|
|
IMAGEPROCESSINGPOSTPROCESS: false,
|
|
IMAGEPROCESSINGPOSTPROCESS: false,
|
|
EXPOSURE: false,
|
|
EXPOSURE: false,
|
|
};
|
|
};
|
|
- // Setup the default processing configuration to the scene.
|
|
|
|
- _this._attachImageProcessingConfiguration(null, true);
|
|
|
|
- _this.imageProcessingConfiguration.applyByPostProcess = true;
|
|
|
|
|
|
+ // Setup the configuration as forced by the constructor. This would then not force the
|
|
|
|
+ // scene materials output in linear space and let untouched the default forward pass.
|
|
|
|
+ if (imageProcessingConfiguration) {
|
|
|
|
+ _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
|
|
|
|
+ _this.imageProcessingConfiguration.applyByPostProcess = false;
|
|
|
|
+ _this.fromLinearSpace = false;
|
|
|
|
+ }
|
|
|
|
+ else {
|
|
|
|
+ _this._attachImageProcessingConfiguration(null, true);
|
|
|
|
+ _this.imageProcessingConfiguration.applyByPostProcess = true;
|
|
|
|
+ }
|
|
_this.onApply = function (effect) {
|
|
_this.onApply = function (effect) {
|
|
_this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
|
|
_this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
|
|
};
|
|
};
|
|
@@ -67410,7 +67443,7 @@ var BABYLON;
|
|
}
|
|
}
|
|
impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
|
|
impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
|
|
});
|
|
});
|
|
- event.cleanup(false);
|
|
|
|
|
|
+ event.dispose(false);
|
|
return event;
|
|
return event;
|
|
};
|
|
};
|
|
/**
|
|
/**
|
|
@@ -67437,7 +67470,7 @@ var BABYLON;
|
|
}
|
|
}
|
|
impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
|
|
impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
|
|
});
|
|
});
|
|
- event.cleanup(false);
|
|
|
|
|
|
+ event.dispose(false);
|
|
return event;
|
|
return event;
|
|
};
|
|
};
|
|
/**
|
|
/**
|
|
@@ -67457,7 +67490,7 @@ var BABYLON;
|
|
return null;
|
|
return null;
|
|
}
|
|
}
|
|
var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
|
|
var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
|
|
- event.cleanup(false);
|
|
|
|
|
|
+ event.dispose(false);
|
|
return event;
|
|
return event;
|
|
};
|
|
};
|
|
return PhysicsHelper;
|
|
return PhysicsHelper;
|
|
@@ -67521,7 +67554,7 @@ var BABYLON;
|
|
* Disposes the radialSphere.
|
|
* Disposes the radialSphere.
|
|
* @param {bolean} force
|
|
* @param {bolean} force
|
|
*/
|
|
*/
|
|
- PhysicsRadialExplosionEvent.prototype.cleanup = function (force) {
|
|
|
|
|
|
+ PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
|
|
var _this = this;
|
|
var _this = this;
|
|
if (force === void 0) { force = true; }
|
|
if (force === void 0) { force = true; }
|
|
if (force) {
|
|
if (force) {
|
|
@@ -67594,7 +67627,7 @@ var BABYLON;
|
|
* Disposes the radialSphere.
|
|
* Disposes the radialSphere.
|
|
* @param {bolean} force
|
|
* @param {bolean} force
|
|
*/
|
|
*/
|
|
- PhysicsGravitationalFieldEvent.prototype.cleanup = function (force) {
|
|
|
|
|
|
+ PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
|
|
var _this = this;
|
|
var _this = this;
|
|
if (force === void 0) { force = true; }
|
|
if (force === void 0) { force = true; }
|
|
if (force) {
|
|
if (force) {
|
|
@@ -71958,7 +71991,6 @@ var BABYLON;
|
|
if (!this._webVRpresenting) {
|
|
if (!this._webVRpresenting) {
|
|
this._webVRCamera.position = this._position;
|
|
this._webVRCamera.position = this._position;
|
|
this._scene.activeCamera = this._webVRCamera;
|
|
this._scene.activeCamera = this._webVRCamera;
|
|
- this._scene.imageProcessingConfiguration.isEnabled = true;
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
else {
|
|
@@ -71986,7 +72018,6 @@ var BABYLON;
|
|
}
|
|
}
|
|
this._deviceOrientationCamera.position = this._position;
|
|
this._deviceOrientationCamera.position = this._position;
|
|
this._scene.activeCamera = this._deviceOrientationCamera;
|
|
this._scene.activeCamera = this._deviceOrientationCamera;
|
|
- this._scene.imageProcessingConfiguration.isEnabled = false;
|
|
|
|
if (this._canvas) {
|
|
if (this._canvas) {
|
|
this._scene.activeCamera.attachControl(this._canvas);
|
|
this._scene.activeCamera.attachControl(this._canvas);
|
|
}
|
|
}
|
|
@@ -72021,11 +72052,18 @@ var BABYLON;
|
|
this._enableTeleportationOnController(this._webVRCamera.rightController);
|
|
this._enableTeleportationOnController(this._webVRCamera.rightController);
|
|
}
|
|
}
|
|
this._scene.gamepadManager.onGamepadConnectedObservable.add(function (pad) { return _this._onNewGamepadConnected(pad); });
|
|
this._scene.gamepadManager.onGamepadConnectedObservable.add(function (pad) { return _this._onNewGamepadConnected(pad); });
|
|
- this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera);
|
|
|
|
|
|
+ // Creates an image processing post process for the vignette not relying
|
|
|
|
+ // on the main scene configuration for image processing to reduce setup and spaces
|
|
|
|
+ // (gamma/linear) conflicts.
|
|
|
|
+ var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
|
|
|
|
+ imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
|
|
|
|
+ this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
|
|
|
|
+ // Force recompilation of the postprocess to be ready before hand and not block the animation.
|
|
|
|
+ // Simply touching the property forces recompilation of the effect.
|
|
|
|
+ this._postProcessMove.imageProcessingConfiguration.vignetteEnabled = true;
|
|
|
|
+ // Go back to default (both variants would be compiled).
|
|
|
|
+ this._postProcessMove.imageProcessingConfiguration.vignetteEnabled = false;
|
|
this._passProcessMove = new BABYLON.PassPostProcess("pass", 1.0, this._webVRCamera);
|
|
this._passProcessMove = new BABYLON.PassPostProcess("pass", 1.0, this._webVRCamera);
|
|
- this._scene.imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
|
|
|
|
- this._scene.imageProcessingConfiguration.vignetteEnabled = true;
|
|
|
|
- this._scene.imageProcessingConfiguration.isEnabled = false;
|
|
|
|
this._createGazeTracker();
|
|
this._createGazeTracker();
|
|
this._createTeleportationCircles();
|
|
this._createTeleportationCircles();
|
|
this.meshSelectionPredicate = function (mesh) {
|
|
this.meshSelectionPredicate = function (mesh) {
|
|
@@ -72288,11 +72326,11 @@ var BABYLON;
|
|
animationPP2.setKeys(vignetteStretchKeys);
|
|
animationPP2.setKeys(vignetteStretchKeys);
|
|
animationPP2.setEasingFunction(easingFunction);
|
|
animationPP2.setEasingFunction(easingFunction);
|
|
this._postProcessMove.animations.push(animationPP2);
|
|
this._postProcessMove.animations.push(animationPP2);
|
|
- this._scene.imageProcessingConfiguration.vignetteWeight = 0;
|
|
|
|
- this._scene.imageProcessingConfiguration.vignetteStretch = 0;
|
|
|
|
- this._scene.imageProcessingConfiguration.vignetteEnabled = true;
|
|
|
|
|
|
+ this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
|
|
|
|
+ this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
|
|
|
|
+ this._postProcessMove.imageProcessingConfiguration.vignetteEnabled = true;
|
|
this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
|
|
this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
|
|
- _this._scene.imageProcessingConfiguration.vignetteEnabled = false;
|
|
|
|
|
|
+ _this._postProcessMove.imageProcessingConfiguration.vignetteEnabled = false;
|
|
});
|
|
});
|
|
this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
|
|
this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
|
|
};
|
|
};
|
|
@@ -72372,11 +72410,11 @@ var BABYLON;
|
|
});
|
|
});
|
|
animationPP2.setKeys(vignetteStretchKeys);
|
|
animationPP2.setKeys(vignetteStretchKeys);
|
|
this._postProcessMove.animations.push(animationPP2);
|
|
this._postProcessMove.animations.push(animationPP2);
|
|
- this._scene.imageProcessingConfiguration.vignetteWeight = 8;
|
|
|
|
- this._scene.imageProcessingConfiguration.vignetteStretch = 10;
|
|
|
|
- this._scene.imageProcessingConfiguration.vignetteEnabled = true;
|
|
|
|
|
|
+ this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 8;
|
|
|
|
+ this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 10;
|
|
|
|
+ this._postProcessMove.imageProcessingConfiguration.vignetteEnabled = true;
|
|
this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
|
|
this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
|
|
- _this._scene.imageProcessingConfiguration.vignetteEnabled = false;
|
|
|
|
|
|
+ _this._postProcessMove.imageProcessingConfiguration.vignetteEnabled = false;
|
|
});
|
|
});
|
|
this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1);
|
|
this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1);
|
|
};
|
|
};
|
|
@@ -79004,10 +79042,12 @@ var BABYLON;
|
|
* Setup the ground according to the specified options.
|
|
* Setup the ground according to the specified options.
|
|
*/
|
|
*/
|
|
EnvironmentHelper.prototype._setupGround = function (sceneSize) {
|
|
EnvironmentHelper.prototype._setupGround = function (sceneSize) {
|
|
|
|
+ var _this = this;
|
|
if (!this._ground) {
|
|
if (!this._ground) {
|
|
this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
|
|
this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
|
|
this._ground.rotation.x = Math.PI / 2; // Face up by default.
|
|
this._ground.rotation.x = Math.PI / 2; // Face up by default.
|
|
this._ground.parent = this._rootMesh;
|
|
this._ground.parent = this._rootMesh;
|
|
|
|
+ this._ground.onDisposeObservable.add(function () { _this._ground = null; });
|
|
}
|
|
}
|
|
this._ground.receiveShadows = this._options.enableGroundShadow;
|
|
this._ground.receiveShadows = this._options.enableGroundShadow;
|
|
};
|
|
};
|
|
@@ -79092,8 +79132,10 @@ var BABYLON;
|
|
* Setup the skybox according to the specified options.
|
|
* Setup the skybox according to the specified options.
|
|
*/
|
|
*/
|
|
EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
|
|
EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
|
|
|
|
+ var _this = this;
|
|
if (!this._skybox) {
|
|
if (!this._skybox) {
|
|
this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
|
|
this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
|
|
|
|
+ this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
|
|
}
|
|
}
|
|
this._skybox.parent = this._rootMesh;
|
|
this._skybox.parent = this._rootMesh;
|
|
};
|
|
};
|
|
@@ -79144,7 +79186,7 @@ var BABYLON;
|
|
if (this._skyboxMaterial) {
|
|
if (this._skyboxMaterial) {
|
|
this._skyboxMaterial.dispose(true, true);
|
|
this._skyboxMaterial.dispose(true, true);
|
|
}
|
|
}
|
|
- this._rootMesh.dispose(true);
|
|
|
|
|
|
+ this._rootMesh.dispose(false);
|
|
};
|
|
};
|
|
/**
|
|
/**
|
|
* Default ground texture URL.
|
|
* Default ground texture URL.
|