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@@ -1,97 +0,0 @@
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-<!DOCTYPE html>
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-<html xmlns="http://www.w3.org/1999/xhtml">
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-
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-<head>
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- <title>Local Development</title>
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-
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- <script src="../dist/preview%20release/babylon.max.js"></script>
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-
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- <style>
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- html,
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- body {
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- width: 100%;
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- height: 100%;
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- padding: 0;
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- margin: 0;
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- overflow: hidden;
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- }
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-
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- #renderCanvas {
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- width: 100%;
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- height: 100%;
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- }
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-
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- #fps {
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- position: absolute;
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- background-color: black;
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- border: 2px solid red;
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- text-align: center;
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- font-size: 16px;
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- color: white;
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- top: 15px;
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- right: 10px;
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- width: 60px;
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- height: 20px;
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- }
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- </style>
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-</head>
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-
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-<body>
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- <div id="fps">0</div>
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- <canvas id="renderCanvas" touch-action="none"></canvas>
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-
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- <script>
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- var canvas = document.getElementById("renderCanvas");
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- var divFps = document.getElementById("fps");
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-
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- // Global to simulate PG.
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- var engine = new BABYLON.Engine(canvas, true, { stencil: true, disableWebGL2Support: false, preserveDrawingBuffer: true });
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-
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- if (BABYLON.Engine.isSupported()) {
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-
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- // This creates a basic Babylon Scene object (non-mesh)
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- var scene = new BABYLON.Scene(engine);
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-
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- // This creates and positions a free camera (non-mesh)
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- var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene);
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-
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- camera.attachControl(canvas, true);
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-
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- // This targets the camera to scene origin
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- camera.setTarget(BABYLON.Vector3.Zero());
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-
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- // This attaches the camera to the canvas
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- camera.attachControl(canvas, true);
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-
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- // This creates a light, aiming 0,1,0 - to the sky (non-mesh)
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- var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);
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-
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- // Default intensity is 1. Let's dim the light a small amount
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- light.intensity = 0.7;
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-
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- // Our built-in 'sphere' shape. Params: name, subdivs, size, scene
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- var sphere = BABYLON.Mesh.CreateSphere("sphere1", 16, 2, scene);
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-
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- // Move the sphere upward 1/2 its height
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- sphere.position.y = 1;
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-
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- // Our built-in 'ground' shape. Params: name, width, depth, subdivs, scene
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- var ground = BABYLON.Mesh.CreateGround("ground1", 6, 6, 2, scene);
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-
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-
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- engine.runRenderLoop(function () {
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- if (scene.activeCamera) {
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- scene.render();
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- }
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- divFps.innerHTML = engine.getFps().toFixed() + " fps";
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- });
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- }
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-
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- // Resize
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- window.addEventListener("resize", function () {
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- engine.resize();
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- });
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- </script>
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-</body>
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-
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-</html>
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