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@@ -79757,6 +79757,7 @@ var BABYLON;
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* Define if the texture is enabled or not (disabled texture will not render)
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*/
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_this.isEnabled = true;
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+ _this.autoClear = true;
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/**
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* Event raised when the texture is generated
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*/
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@@ -79794,11 +79795,11 @@ var BABYLON;
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_this.setFragment(fragment);
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_this._fallbackTexture = fallbackTexture;
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if (isCube) {
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- _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps });
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+ _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
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_this.setFloat("face", 0);
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}
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else {
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- _this._texture = _this._engine.createRenderTargetTexture(size, generateMipMaps);
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+ _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
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}
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// VBO
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var vertices = [];
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@@ -80135,7 +80136,9 @@ var BABYLON;
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engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
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this._effect.setFloat("face", face);
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// Clear
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- engine.clear(scene.clearColor, true, true, true);
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+ if (this.autoClear) {
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+ engine.clear(scene.clearColor, true, false, false);
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+ }
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// Draw order
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engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
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// Mipmaps
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@@ -80149,7 +80152,9 @@ var BABYLON;
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// VBOs
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engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
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// Clear
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- engine.clear(scene.clearColor, true, true, true);
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+ if (this.autoClear) {
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+ engine.clear(scene.clearColor, true, false, false);
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+ }
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// Draw order
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engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
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}
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@@ -80201,6 +80206,9 @@ var BABYLON;
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], ProceduralTexture.prototype, "isEnabled", void 0);
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__decorate([
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BABYLON.serialize()
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+ ], ProceduralTexture.prototype, "autoClear", void 0);
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+ __decorate([
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+ BABYLON.serialize()
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], ProceduralTexture.prototype, "_generateMipMaps", void 0);
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__decorate([
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BABYLON.serialize()
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@@ -117748,6 +117756,7 @@ var BABYLON;
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_this.persistence = 0.8;
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/** Gets or sets animation speed factor (default is 1) */
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_this.animationSpeedFactor = 1;
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+ _this.autoClear = false;
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_this._updateShaderUniforms();
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return _this;
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}
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