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@@ -34,6 +34,7 @@
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- Added an option `useClonedMeshhMap` in the `Scene` constructor options. When set to true, each `Mesh` will have and will keep up-to-date a map of cloned meshes. This is to avoid browsing all the meshes of the scene to retrieve the ones that have the current mesh as source mesh. Disabled by default
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- Added `blockfreeActiveMeshesAndRenderingGroups` property in the `Scene`, following the same model as `blockMaterialDirtyMechanism`. This is to avoid calling `Scene.freeActiveMeshes` and `Scene.freeRenderingGroups` for each disposed mesh when we dispose several meshes in a row. One have to set `blockfreeActiveMeshesAndRenderingGroups` to `true` just before disposing the meshes, and set it back to `false` just after
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- Prevented code from doing useless and possible time consuming computation when disposing the `ShaderMaterial` of a `LinesMesh`
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+ - Make a better use of the `isIdentity` cached value wihtin a `Matrix`
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- Align `BoundingBox` and `BoundingSphere` API and behavior for clarity and simplicity. As a consequence, the `BoundingBox`'s method `setWorldMatrix` has been removed and the underlying world matrix cannot be modified but by calling `reConstruct` or `update`. ([barroij](https://github.com/barroij))
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### glTF Loader
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@@ -64,3 +65,4 @@
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- `Database.openAsync` was renamed by `Database.open` ([Deltakosh](https://github.com/deltakosh))
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- `scene.database` was renamed to `scene.offlineProvider` ([Deltakosh](https://github.com/deltakosh))
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- `BoundingBox.setWorldMatrix` was removed. `BoundingBox.getWorldMatrix` now returns a `Readonly<Matrix>` ([barroij](https://github.com/barroij))
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+- `Matrix`'s accessor `m` and method `toArray` and `adArray`now returns a `Readonly<Float32Array>` as the matrix underlying array is not supposed to be modified manually from the outside of the class ([barroij](https://github.com/barroij))
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