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Merge pull request #5183 from TrevorDev/utilityLayerRightHanded

update utility layer handedness to match original scene
David Catuhe 7 年之前
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415efedba9
共有 2 個文件被更改,包括 2 次插入1 次删除
  1. 1 1
      dist/preview release/what's new.md
  2. 1 0
      src/Rendering/babylon.utilityLayerRenderer.ts

+ 1 - 1
dist/preview release/what's new.md

@@ -85,7 +85,7 @@
 - Added predicate function to customize the list of mesh included in the computation of bounding vectors in the ```getHierarchyBoundingVectors``` method ([sebavan](http://www.github.com/sebavan))
 - Added webVR constructor options: disable laser pointer toggle, teleportation floor meshes ([TrevorDev](https://github.com/TrevorDev))
 - Get a root mesh from an asset container, load a mesh from a file with a single string url ([TrevorDev](https://github.com/TrevorDev))
-- UtilityLayer class to render another scene as a layer on top of an existing scene ([TrevorDev](https://github.com/TrevorDev))
+- UtilityLayer class used to render another scene as a layer on top of an existing scene ([TrevorDev](https://github.com/TrevorDev))
 - AnimationGroup has now onAnimationGroupEnd observable ([RaananW](https://github.com/RaananW))
 - New `serialize` and `Parse` functions to serialize and parse all procedural textures from the Procedural Textures Library ([julien-moreau](https://github.com/julien-moreau))
 - Added a new `mesh.ignoreNonUniformScaling` to turn off non uniform scaling compensation ([Deltakosh](https://github.com/deltakosh))

+ 1 - 0
src/Rendering/babylon.utilityLayerRenderer.ts

@@ -72,6 +72,7 @@ module BABYLON {
             public originalScene: Scene){
             // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
             this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
+            this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
             this.utilityLayerScene._allowPostProcessClearColor = false;
             originalScene.getEngine().scenes.pop();