Sébastien Vandenberghe 9 年之前
父節點
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1ab6531f7b

文件差異過大導致無法顯示
+ 32 - 22
dist/preview release/babylon.core.js


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+ 1689 - 1688
dist/preview release/babylon.d.ts


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+ 37 - 25
dist/preview release/babylon.js


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+ 3555 - 3554
dist/preview release/babylon.max.js


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+ 36 - 24
dist/preview release/babylon.noworker.js


文件差異過大導致無法顯示
+ 1 - 1
materialsLibrary/dist/babylon.fireMaterial.js


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+ 1 - 1
materialsLibrary/dist/babylon.fireMaterial.min.js


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+ 1 - 1
materialsLibrary/dist/babylon.normalMaterial.js


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+ 1 - 1
materialsLibrary/dist/babylon.normalMaterial.min.js


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+ 13 - 2
materialsLibrary/dist/babylon.pbrMaterial.js


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+ 2 - 2
materialsLibrary/dist/babylon.pbrMaterial.min.js


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+ 1 - 1
materialsLibrary/dist/babylon.terrainMaterial.js


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+ 1 - 1
materialsLibrary/dist/babylon.terrainMaterial.min.js


+ 1 - 0
materialsLibrary/dist/dts/babylon.pbrMaterial.d.ts

@@ -12,6 +12,7 @@ declare module BABYLON {
         cameraExposure: number;
         cameraExposure: number;
         cameraContrast: number;
         cameraContrast: number;
         private _cameraInfos;
         private _cameraInfos;
+        private _microsurfaceTextureLods;
         overloadedAmbientIntensity: number;
         overloadedAmbientIntensity: number;
         overloadedAlbedoIntensity: number;
         overloadedAlbedoIntensity: number;
         overloadedReflectivityIntensity: number;
         overloadedReflectivityIntensity: number;

文件差異過大導致無法顯示
+ 3555 - 3554
materialsLibrary/test/refs/babylon.max.js


+ 1 - 0
src/babylon.engine.js

@@ -455,6 +455,7 @@ var BABYLON;
             this._caps.highPrecisionShaderSupported = true;
             this._caps.highPrecisionShaderSupported = true;
             this._caps.drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
             this._caps.drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
             this._caps.textureFloatLinearFiltering = this._gl.getExtension('OES_texture_float_linear');
             this._caps.textureFloatLinearFiltering = this._gl.getExtension('OES_texture_float_linear');
+            this._caps.textureLOD = this._gl.getExtension('EXT_shader_texture_lod');
             if (this._gl.getShaderPrecisionFormat) {
             if (this._gl.getShaderPrecisionFormat) {
                 var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
                 var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
                 this._caps.highPrecisionShaderSupported = highp.precision !== 0;
                 this._caps.highPrecisionShaderSupported = highp.precision !== 0;