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Fix issue with shadows when meshes are loaded asynchronously

David Catuhe 7 years ago
parent
commit
39f0d72293

File diff suppressed because it is too large
+ 8128 - 8128
dist/preview release/babylon.d.ts


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


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

@@ -41017,7 +41017,7 @@ var BABYLON;
                     if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
                         var shadowGenerator = light.getShadowGenerator();
                         if (shadowGenerator) {
-                            var shadowMap = shadowGenerator.getShadowMapForRendering();
+                            var shadowMap = shadowGenerator.getShadowMap();
                             if (shadowMap) {
                                 if (shadowMap.renderList && shadowMap.renderList.length > 0) {
                                     shadowEnabled = true;

+ 1 - 1
dist/preview release/babylon.no-module.max.js

@@ -40984,7 +40984,7 @@ var BABYLON;
                     if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
                         var shadowGenerator = light.getShadowGenerator();
                         if (shadowGenerator) {
-                            var shadowMap = shadowGenerator.getShadowMapForRendering();
+                            var shadowMap = shadowGenerator.getShadowMap();
                             if (shadowMap) {
                                 if (shadowMap.renderList && shadowMap.renderList.length > 0) {
                                     shadowEnabled = true;

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+ 1 - 1
dist/preview release/babylon.worker.js


+ 1 - 1
dist/preview release/es6.js

@@ -40984,7 +40984,7 @@ var BABYLON;
                     if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
                         var shadowGenerator = light.getShadowGenerator();
                         if (shadowGenerator) {
-                            var shadowMap = shadowGenerator.getShadowMapForRendering();
+                            var shadowMap = shadowGenerator.getShadowMap();
                             if (shadowMap) {
                                 if (shadowMap.renderList && shadowMap.renderList.length > 0) {
                                     shadowEnabled = true;

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/viewer/babylon.viewer.js


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

@@ -41105,7 +41105,7 @@ var BABYLON;
                     if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
                         var shadowGenerator = light.getShadowGenerator();
                         if (shadowGenerator) {
-                            var shadowMap = shadowGenerator.getShadowMapForRendering();
+                            var shadowMap = shadowGenerator.getShadowMap();
                             if (shadowMap) {
                                 if (shadowMap.renderList && shadowMap.renderList.length > 0) {
                                     shadowEnabled = true;

+ 1 - 1
src/Materials/babylon.materialHelper.ts

@@ -236,7 +236,7 @@ module BABYLON {
                     if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
                         var shadowGenerator = light.getShadowGenerator();
                         if (shadowGenerator) {
-                            const shadowMap = shadowGenerator.getShadowMapForRendering();
+                            const shadowMap = shadowGenerator.getShadowMap();
                             if (shadowMap) {
                                 if (shadowMap.renderList && shadowMap.renderList.length > 0) {
                                     shadowEnabled = true;