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@@ -46,6 +46,7 @@ declare module BABYLON {
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instancedArrays: any;
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instancedArrays: any;
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uintIndices: boolean;
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uintIndices: boolean;
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highPrecisionShaderSupported: boolean;
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highPrecisionShaderSupported: boolean;
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+ fragmentDepthSupported: boolean;
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}
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}
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/**
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/**
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* The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio.
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* The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio.
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@@ -2782,7 +2783,9 @@ declare module BABYLON {
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private _renderId;
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private _renderId;
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private _defines;
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private _defines;
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private _cachedDefines;
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private _cachedDefines;
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+ private _useLogarithmicDepth;
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constructor(name: string, scene: Scene);
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constructor(name: string, scene: Scene);
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+ useLogarithmicDepth: boolean;
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needAlphaBlending(): boolean;
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needAlphaBlending(): boolean;
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needAlphaTesting(): boolean;
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needAlphaTesting(): boolean;
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private _shouldUseAlphaFromDiffuseTexture();
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private _shouldUseAlphaFromDiffuseTexture();
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@@ -4906,135 +4909,6 @@ declare module BABYLON {
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}
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}
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declare module BABYLON {
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declare module BABYLON {
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- class ReflectionProbe {
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- name: string;
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- private _scene;
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- private _renderTargetTexture;
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- private _projectionMatrix;
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- private _viewMatrix;
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- private _target;
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- private _add;
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- private _attachedMesh;
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- position: Vector3;
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- constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
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- refreshRate: number;
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- getScene(): Scene;
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- cubeTexture: RenderTargetTexture;
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- renderList: AbstractMesh[];
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- attachToMesh(mesh: AbstractMesh): void;
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- dispose(): void;
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- }
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-}
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-
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-declare module BABYLON {
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- class BoundingBoxRenderer {
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- frontColor: Color3;
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- backColor: Color3;
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- showBackLines: boolean;
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- renderList: SmartArray<BoundingBox>;
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- private _scene;
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- private _colorShader;
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- private _vb;
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- private _ib;
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- constructor(scene: Scene);
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- private _prepareRessources();
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- reset(): void;
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- render(): void;
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- dispose(): void;
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- }
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-}
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-
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-declare module BABYLON {
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- class DepthRenderer {
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- private _scene;
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- private _depthMap;
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- private _effect;
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- private _viewMatrix;
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- private _projectionMatrix;
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- private _transformMatrix;
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- private _worldViewProjection;
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- private _cachedDefines;
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- constructor(scene: Scene, type?: number);
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- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
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- getDepthMap(): RenderTargetTexture;
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- dispose(): void;
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- }
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-}
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-
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-declare module BABYLON {
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- class EdgesRenderer {
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- private _source;
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- private _linesPositions;
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- private _linesNormals;
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- private _linesIndices;
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- private _epsilon;
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- private _indicesCount;
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- private _lineShader;
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- private _vb0;
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- private _vb1;
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- private _ib;
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- private _buffers;
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- private _checkVerticesInsteadOfIndices;
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- constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
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- private _prepareRessources();
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- dispose(): void;
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- private _processEdgeForAdjacencies(pa, pb, p0, p1, p2);
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- private _processEdgeForAdjacenciesWithVertices(pa, pb, p0, p1, p2);
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- private _checkEdge(faceIndex, edge, faceNormals, p0, p1);
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- _generateEdgesLines(): void;
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- render(): void;
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- }
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-}
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-
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-declare module BABYLON {
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- class OutlineRenderer {
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- private _scene;
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- private _effect;
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- private _cachedDefines;
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- constructor(scene: Scene);
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- render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
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- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
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- }
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-}
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-
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-declare module BABYLON {
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- class RenderingGroup {
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- index: number;
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- private _scene;
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- private _opaqueSubMeshes;
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- private _transparentSubMeshes;
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- private _alphaTestSubMeshes;
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- private _activeVertices;
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- onBeforeTransparentRendering: () => void;
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- constructor(index: number, scene: Scene);
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- render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void): boolean;
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- prepare(): void;
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- dispatch(subMesh: SubMesh): void;
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- }
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-}
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-
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-declare module BABYLON {
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- class RenderingManager {
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- static MAX_RENDERINGGROUPS: number;
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- private _scene;
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- private _renderingGroups;
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- private _depthBufferAlreadyCleaned;
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- private _currentIndex;
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- private _currentActiveMeshes;
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- private _currentRenderParticles;
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- private _currentRenderSprites;
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- constructor(scene: Scene);
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- private _renderParticles(index, activeMeshes);
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- private _renderSprites(index);
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- private _clearDepthBuffer();
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- private _renderSpritesAndParticles();
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- render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
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- reset(): void;
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- dispatch(subMesh: SubMesh): void;
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- }
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-}
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-
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-declare module BABYLON {
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class AnaglyphPostProcess extends PostProcess {
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class AnaglyphPostProcess extends PostProcess {
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constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
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constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
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}
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}
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@@ -5604,6 +5478,135 @@ declare module BABYLON {
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}
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}
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declare module BABYLON {
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declare module BABYLON {
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+ class ReflectionProbe {
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+ name: string;
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+ private _scene;
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+ private _renderTargetTexture;
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+ private _projectionMatrix;
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+ private _viewMatrix;
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+ private _target;
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+ private _add;
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+ private _attachedMesh;
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+ position: Vector3;
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+ constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
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+ refreshRate: number;
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+ getScene(): Scene;
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+ cubeTexture: RenderTargetTexture;
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+ renderList: AbstractMesh[];
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+ attachToMesh(mesh: AbstractMesh): void;
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+ dispose(): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class BoundingBoxRenderer {
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+ frontColor: Color3;
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+ backColor: Color3;
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+ showBackLines: boolean;
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+ renderList: SmartArray<BoundingBox>;
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+ private _scene;
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+ private _colorShader;
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+ private _vb;
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+ private _ib;
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+ constructor(scene: Scene);
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+ private _prepareRessources();
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+ reset(): void;
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+ render(): void;
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+ dispose(): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class DepthRenderer {
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+ private _scene;
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+ private _depthMap;
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+ private _effect;
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+ private _viewMatrix;
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+ private _projectionMatrix;
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+ private _transformMatrix;
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+ private _worldViewProjection;
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+ private _cachedDefines;
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+ constructor(scene: Scene, type?: number);
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+ isReady(subMesh: SubMesh, useInstances: boolean): boolean;
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+ getDepthMap(): RenderTargetTexture;
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+ dispose(): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class EdgesRenderer {
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+ private _source;
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+ private _linesPositions;
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+ private _linesNormals;
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+ private _linesIndices;
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+ private _epsilon;
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+ private _indicesCount;
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+ private _lineShader;
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+ private _vb0;
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+ private _vb1;
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+ private _ib;
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+ private _buffers;
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+ private _checkVerticesInsteadOfIndices;
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+ constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
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+ private _prepareRessources();
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+ dispose(): void;
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+ private _processEdgeForAdjacencies(pa, pb, p0, p1, p2);
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+ private _processEdgeForAdjacenciesWithVertices(pa, pb, p0, p1, p2);
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+ private _checkEdge(faceIndex, edge, faceNormals, p0, p1);
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+ _generateEdgesLines(): void;
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+ render(): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class OutlineRenderer {
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+ private _scene;
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+ private _effect;
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+ private _cachedDefines;
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+ constructor(scene: Scene);
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+ render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
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+ isReady(subMesh: SubMesh, useInstances: boolean): boolean;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class RenderingGroup {
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+ index: number;
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+ private _scene;
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+ private _opaqueSubMeshes;
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+ private _transparentSubMeshes;
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+ private _alphaTestSubMeshes;
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+ private _activeVertices;
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+ onBeforeTransparentRendering: () => void;
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+ constructor(index: number, scene: Scene);
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+ render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void): boolean;
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+ prepare(): void;
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+ dispatch(subMesh: SubMesh): void;
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+ }
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+}
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+
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+declare module BABYLON {
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+ class RenderingManager {
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+ static MAX_RENDERINGGROUPS: number;
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+ private _scene;
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+ private _renderingGroups;
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+ private _depthBufferAlreadyCleaned;
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+ private _currentIndex;
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+ private _currentActiveMeshes;
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+ private _currentRenderParticles;
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+ private _currentRenderSprites;
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+ constructor(scene: Scene);
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+ private _renderParticles(index, activeMeshes);
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+ private _renderSprites(index);
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+ private _clearDepthBuffer();
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+ private _renderSpritesAndParticles();
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+ render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
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+ reset(): void;
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+ dispatch(subMesh: SubMesh): void;
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+ }
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+}
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+
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+declare module BABYLON {
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class Sprite {
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class Sprite {
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name: string;
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name: string;
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position: Vector3;
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position: Vector3;
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