Sfoglia il codice sorgente

Fix forceCompilation with multimat

David Catuhe 8 anni fa
parent
commit
30b2030b34

File diff suppressed because it is too large
+ 3002 - 3002
dist/preview release/babylon.d.ts


File diff suppressed because it is too large
+ 7 - 7
dist/preview release/babylon.js


+ 1 - 0
dist/preview release/babylon.max.js

@@ -48804,6 +48804,7 @@ var BABYLON;
             var _this = _super.call(this, name, scene, true) || this;
             scene.multiMaterials.push(_this);
             _this.subMaterials = new Array();
+            _this.storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
             return _this;
         }
         Object.defineProperty(MultiMaterial.prototype, "subMaterials", {

File diff suppressed because it is too large
+ 3002 - 3002
dist/preview release/babylon.module.d.ts


File diff suppressed because it is too large
+ 7 - 7
dist/preview release/babylon.worker.js


File diff suppressed because it is too large
+ 4746 - 4746
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts


File diff suppressed because it is too large
+ 6 - 6
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js


+ 1 - 0
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js

@@ -35833,6 +35833,7 @@ var BABYLON;
             var _this = _super.call(this, name, scene, true) || this;
             scene.multiMaterials.push(_this);
             _this.subMaterials = new Array();
+            _this.storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
             return _this;
         }
         Object.defineProperty(MultiMaterial.prototype, "subMaterials", {

File diff suppressed because it is too large
+ 4746 - 4746
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.module.d.ts


+ 2 - 0
src/Materials/babylon.multiMaterial.ts

@@ -16,6 +16,8 @@
             scene.multiMaterials.push(this);
 
             this.subMaterials = new Array<Material>();
+
+            this.storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
         }
 
         private _hookArray(array: Material[]): void {