Pārlūkot izejas kodu

removed old transformMAtrix

Benjamin Guignabert 8 gadi atpakaļ
vecāks
revīzija
39f2a76473

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 3821 - 3821
dist/preview release/babylon.d.ts


Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 3821 - 3821
dist/preview release/babylon.module.d.ts


+ 3 - 3
index.html

@@ -67,10 +67,10 @@
 								sphere.position.y = - squareSize / 4 + k / 2;
 									sphere.material = new BABYLON.StandardMaterial("test");
 									if (Math.random() > 0.2) {
-										sphere.material.diffuseTexture = new BABYLON.Texture("test.jpeg", scene);
+										// sphere.material.diffuseTexture = new BABYLON.Texture("test-low.jpeg", scene);
 									}
 									if (Math.random() > 0.2) {
-										sphere.material.bumpTexture = new BABYLON.Texture("test.jpeg", scene);
+										// sphere.material.bumpTexture = new BABYLON.Texture("test-low.jpeg", scene);
 									}
 									sphere.material.diffuseColor = new BABYLON.Color3(Math.random(), Math.random(), Math.random());
 									sphere.material.specularColor = new BABYLON.Color3(Math.random() < 0.8 ? 0 : 1, Math.random() < 0.8 ? 0 : 1, Math.random() < 0.8 ? 0 : 1);
@@ -93,7 +93,7 @@
 									// }
 									
 								}
-								light.direction = new BABYLON.Vector3(Math.cos(t / 30), 1, Math.sin(t / 30));
+								// light.direction = new BABYLON.Vector3(Math.cos(t / 30), 1, Math.sin(t / 30));
 									t++;
 							});
 

+ 0 - 1
src/Materials/babylon.standardMaterial.ts

@@ -810,7 +810,6 @@ module BABYLON {
             MaterialHelper.BindBonesParameters(mesh, effect);
             if (this._mustRebind(scene, effect)) {
                 if (!this.isFrozen || !this._uniformBuffer.isSync) {
-                    effect.setMatrix("viewProjection", scene.getTransformMatrix());
 
                     if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
                         // Fresnel

+ 0 - 1
src/Shaders/default.vertex.fx

@@ -36,7 +36,6 @@ uniform Material
 	float pointSize;
 } uMaterial;
 
-uniform mat4 viewProjection;
 uniform Scene {
 	mat4 viewProjection;
 } uScene;