Selaa lähdekoodia

several fix for 3.0

David Catuhe 8 vuotta sitten
vanhempi
commit
4cdb5d076c
34 muutettua tiedostoa jossa 19688 lisäystä ja 19681 poistoa
  1. 3079 3080
      dist/babylon.d.ts
  2. 15 15
      dist/babylon.js
  3. 62 13
      dist/babylon.max.js
  4. 3079 3080
      dist/babylon.module.d.ts
  5. 17 17
      dist/babylon.worker.js
  6. 2 2
      dist/inspector/babylon.inspector.bundle.js
  7. 42 48
      dist/inspector/babylon.inspector.js
  8. 2 2
      dist/inspector/babylon.inspector.min.js
  9. 3577 3577
      dist/preview release/babylon.d.ts
  10. 36 36
      dist/preview release/babylon.js
  11. 57 7
      dist/preview release/babylon.max.js
  12. 3577 3577
      dist/preview release/babylon.module.d.ts
  13. 37 37
      dist/preview release/babylon.worker.js
  14. 2842 2843
      dist/preview release/customConfigurations/minimalViewer/babylon.d.ts
  15. 29 29
      dist/preview release/customConfigurations/minimalViewer/babylon.js
  16. 62 13
      dist/preview release/customConfigurations/minimalViewer/babylon.max.js
  17. 2842 2843
      dist/preview release/customConfigurations/minimalViewer/babylon.module.d.ts
  18. 1 1
      dist/preview release/gui/babylon.gui.min.js
  19. 263 263
      dist/preview release/inspector/babylon.inspector.bundle.js
  20. 42 48
      dist/preview release/inspector/babylon.inspector.js
  21. 3 3
      dist/preview release/inspector/babylon.inspector.min.js
  22. 2 2
      dist/preview release/loaders/babylon.glTF1FileLoader.min.js
  23. 1 1
      dist/preview release/loaders/babylon.glTF2FileLoader.min.js
  24. 2 2
      dist/preview release/loaders/babylon.glTFFileLoader.min.js
  25. 1 1
      dist/preview release/loaders/babylon.objFileLoader.min.js
  26. 1 1
      dist/preview release/materialsLibrary/babylon.customMaterial.min.js
  27. 1 1
      dist/preview release/materialsLibrary/babylon.waterMaterial.min.js
  28. 1 1
      dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js
  29. 1 1
      dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js
  30. 2 134
      dist/preview release/what's new.md
  31. 2 2
      src/babylon.engine.ts
  32. BIN
      tests/validation/ReferenceImages/highlights.png
  33. BIN
      tests/validation/ReferenceImages/refprobe.png
  34. 8 1
      tests/validation/config.json

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 3079 - 3080
dist/babylon.d.ts


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 15 - 15
dist/babylon.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 62 - 13
dist/babylon.max.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 3079 - 3080
dist/babylon.module.d.ts


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 17 - 17
dist/babylon.worker.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 2 - 2
dist/inspector/babylon.inspector.bundle.js


+ 42 - 48
dist/inspector/babylon.inspector.js

@@ -3161,54 +3161,48 @@ var INSPECTOR;
             }
             else if (texture instanceof BABYLON.RenderTargetTexture) {
                 // RenderTarget textures
-                if (texture.activeCamera) {
-                    BABYLON.Tools.CreateScreenshotUsingRenderTarget(this._inspector.scene.getEngine(), texture.activeCamera, { precision: 1 }, function (data) { return img.src = data; });
-                }
-                else {
-                    var scene = this._inspector.scene;
-                    var engine_1 = scene.getEngine();
-                    var size_1 = texture.getSize();
-                    // Clone the texture
-                    var screenShotTexture = texture.clone();
-                    screenShotTexture.activeCamera = texture.activeCamera;
-                    screenShotTexture.onBeforeRender = texture.onBeforeRender;
-                    screenShotTexture.onAfterRender = texture.onAfterRender;
-                    screenShotTexture.onBeforeRenderObservable = texture.onBeforeRenderObservable;
-                    screenShotTexture.onAfterUnbindObservable = texture.onAfterUnbindObservable;
-                    // To display the texture after rendering
-                    screenShotTexture.onAfterRenderObservable.add(function (faceIndex) {
-                        var targetImg;
-                        switch (faceIndex) {
-                            case 0:
-                                targetImg = img;
-                                break;
-                            case 1:
-                                targetImg = img1;
-                                break;
-                            case 2:
-                                targetImg = img2;
-                                break;
-                            case 3:
-                                targetImg = img3;
-                                break;
-                            case 4:
-                                targetImg = img4;
-                                break;
-                            case 5:
-                                targetImg = img5;
-                                break;
-                            default:
-                                targetImg = img;
-                                break;
-                        }
-                        BABYLON.Tools.DumpFramebuffer(size_1.width, size_1.height, engine_1, function (data) { return targetImg.src = data; }, "image/png");
-                    });
-                    // Render the texture
-                    scene.incrementRenderId();
-                    scene.resetCachedMaterial();
-                    screenShotTexture.render(true);
-                    screenShotTexture.dispose();
-                }
+                var scene = this._inspector.scene;
+                var engine_1 = scene.getEngine();
+                var size_1 = texture.getSize();
+                // Clone the texture
+                var screenShotTexture = texture.clone();
+                screenShotTexture.activeCamera = texture.activeCamera;
+                screenShotTexture.onBeforeRender = texture.onBeforeRender;
+                screenShotTexture.onAfterRender = texture.onAfterRender;
+                screenShotTexture.onBeforeRenderObservable = texture.onBeforeRenderObservable;
+                // To display the texture after rendering
+                screenShotTexture.onAfterRenderObservable.add(function (faceIndex) {
+                    var targetImg;
+                    switch (faceIndex) {
+                        case 0:
+                            targetImg = img;
+                            break;
+                        case 1:
+                            targetImg = img1;
+                            break;
+                        case 2:
+                            targetImg = img2;
+                            break;
+                        case 3:
+                            targetImg = img3;
+                            break;
+                        case 4:
+                            targetImg = img4;
+                            break;
+                        case 5:
+                            targetImg = img5;
+                            break;
+                        default:
+                            targetImg = img;
+                            break;
+                    }
+                    BABYLON.Tools.DumpFramebuffer(size_1.width, size_1.height, engine_1, function (data) { return targetImg.src = data; }, "image/png");
+                });
+                // Render the texture
+                scene.incrementRenderId();
+                scene.resetCachedMaterial();
+                screenShotTexture.render();
+                screenShotTexture.dispose();
             }
             else if (texture.url) {
                 // If an url is present, the texture is an image

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 2 - 2
dist/inspector/babylon.inspector.min.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 3577 - 3577
dist/preview release/babylon.d.ts


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 36 - 36
dist/preview release/babylon.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 57 - 7
dist/preview release/babylon.max.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 3577 - 3577
dist/preview release/babylon.module.d.ts


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 37 - 37
dist/preview release/babylon.worker.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 2842 - 2843
dist/preview release/customConfigurations/minimalViewer/babylon.d.ts


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 29 - 29
dist/preview release/customConfigurations/minimalViewer/babylon.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 62 - 13
dist/preview release/customConfigurations/minimalViewer/babylon.max.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 2842 - 2843
dist/preview release/customConfigurations/minimalViewer/babylon.module.d.ts


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 1 - 1
dist/preview release/gui/babylon.gui.min.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 263 - 263
dist/preview release/inspector/babylon.inspector.bundle.js


+ 42 - 48
dist/preview release/inspector/babylon.inspector.js

@@ -3161,54 +3161,48 @@ var INSPECTOR;
             }
             else if (texture instanceof BABYLON.RenderTargetTexture) {
                 // RenderTarget textures
-                if (texture.activeCamera) {
-                    BABYLON.Tools.CreateScreenshotUsingRenderTarget(this._inspector.scene.getEngine(), texture.activeCamera, { precision: 1 }, function (data) { return img.src = data; });
-                }
-                else {
-                    var scene = this._inspector.scene;
-                    var engine_1 = scene.getEngine();
-                    var size_1 = texture.getSize();
-                    // Clone the texture
-                    var screenShotTexture = texture.clone();
-                    screenShotTexture.activeCamera = texture.activeCamera;
-                    screenShotTexture.onBeforeRender = texture.onBeforeRender;
-                    screenShotTexture.onAfterRender = texture.onAfterRender;
-                    screenShotTexture.onBeforeRenderObservable = texture.onBeforeRenderObservable;
-                    screenShotTexture.onAfterUnbindObservable = texture.onAfterUnbindObservable;
-                    // To display the texture after rendering
-                    screenShotTexture.onAfterRenderObservable.add(function (faceIndex) {
-                        var targetImg;
-                        switch (faceIndex) {
-                            case 0:
-                                targetImg = img;
-                                break;
-                            case 1:
-                                targetImg = img1;
-                                break;
-                            case 2:
-                                targetImg = img2;
-                                break;
-                            case 3:
-                                targetImg = img3;
-                                break;
-                            case 4:
-                                targetImg = img4;
-                                break;
-                            case 5:
-                                targetImg = img5;
-                                break;
-                            default:
-                                targetImg = img;
-                                break;
-                        }
-                        BABYLON.Tools.DumpFramebuffer(size_1.width, size_1.height, engine_1, function (data) { return targetImg.src = data; }, "image/png");
-                    });
-                    // Render the texture
-                    scene.incrementRenderId();
-                    scene.resetCachedMaterial();
-                    screenShotTexture.render(true);
-                    screenShotTexture.dispose();
-                }
+                var scene = this._inspector.scene;
+                var engine_1 = scene.getEngine();
+                var size_1 = texture.getSize();
+                // Clone the texture
+                var screenShotTexture = texture.clone();
+                screenShotTexture.activeCamera = texture.activeCamera;
+                screenShotTexture.onBeforeRender = texture.onBeforeRender;
+                screenShotTexture.onAfterRender = texture.onAfterRender;
+                screenShotTexture.onBeforeRenderObservable = texture.onBeforeRenderObservable;
+                // To display the texture after rendering
+                screenShotTexture.onAfterRenderObservable.add(function (faceIndex) {
+                    var targetImg;
+                    switch (faceIndex) {
+                        case 0:
+                            targetImg = img;
+                            break;
+                        case 1:
+                            targetImg = img1;
+                            break;
+                        case 2:
+                            targetImg = img2;
+                            break;
+                        case 3:
+                            targetImg = img3;
+                            break;
+                        case 4:
+                            targetImg = img4;
+                            break;
+                        case 5:
+                            targetImg = img5;
+                            break;
+                        default:
+                            targetImg = img;
+                            break;
+                    }
+                    BABYLON.Tools.DumpFramebuffer(size_1.width, size_1.height, engine_1, function (data) { return targetImg.src = data; }, "image/png");
+                });
+                // Render the texture
+                scene.incrementRenderId();
+                scene.resetCachedMaterial();
+                screenShotTexture.render();
+                screenShotTexture.dispose();
             }
             else if (texture.url) {
                 // If an url is present, the texture is an image

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 3 - 3
dist/preview release/inspector/babylon.inspector.min.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 2 - 2
dist/preview release/loaders/babylon.glTF1FileLoader.min.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 1 - 1
dist/preview release/loaders/babylon.glTF2FileLoader.min.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 2 - 2
dist/preview release/loaders/babylon.glTFFileLoader.min.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 1 - 1
dist/preview release/loaders/babylon.objFileLoader.min.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 1 - 1
dist/preview release/materialsLibrary/babylon.customMaterial.min.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 1 - 1
dist/preview release/materialsLibrary/babylon.waterMaterial.min.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js


Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 1 - 1
dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js


+ 2 - 134
dist/preview release/what's new.md

@@ -1,141 +1,9 @@
-# 3.0.0:
+# 3.1.0:
 
 ## Core engine
 
 ### Major updates
- - WebGL2 context support. WebGL2 is now used instead of WebGL 1 when available. [More info here](http://doc.babylonjs.com/overviews/webgl2) ([deltakosh](https://github.com/deltakosh))
- - Complete WebVR 1.1 support including controllers for HTC Vive and Occulus. [More info here](http://doc.babylonjs.com/overviews/webvr_camera) ([raanan](https://github.com/raananw) & [davrous](https://github.com/davrous))
- - Complete rewrite of PBRMaterial. Introduced two new helper materials: `pbrMetallicRoughnessMaterial` and `pbrSpecularGlossinessMaterial`. [Demo](http://www.babylonjs.com/demos/pbrglossy/) - [More info here](http://doc.babylonjs.com/overviews/physically_based_rendering) ([Sebastien Vandenberghe](https://github.com/sebavan))
- - Support for Morph Targets. [More info here](http://doc.babylonjs.com/tutorials/how_to_use_morphtargets) ([deltakosh](https://github.com/deltakosh))
- - New Babylon.GUI to create user interface (compatible with WebVR). [More info here](http://doc.babylonjs.com/overviews/Gui) ([deltakosh](https://github.com/deltakosh))
- - Added support for Exponential Shadow maps to replace Variance Shadow maps. [more info here](http://www.babylonjs-playground.com/debug.html#1CXNXC#3) [Demo#1](http://www.babylonjs.com/Demos/AdvancedShadows/) [Demo#2](http://www.babylonjs-playground.com/#1CXNXC#4) ([deltakosh](https://github.com/deltakosh))
- - Support for [Vertex Array Objects](https://www.opengl.org/registry/specs/ARB/vertex_array_object.txt) ([deltakosh](https://github.com/deltakosh))
- - Support for [Uniform Buffer Objects](https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.16) ([CraigFeldspar](https://github.com/CraigFeldspar))
-  - New [SSAO](https://en.wikipedia.org/wiki/Screen_space_ambient_occlusion) technique, using [MultiRenderTargets](https://en.wikipedia.org/wiki/Multiple_Render_Targets) ([CraigFeldspar](https://github.com/CraigFeldspar))
- - Support for multisample render targets. [Demo](http://www.babylonjs-playground.com/#12MKMN) ([deltakosh](https://github.com/deltakosh))
- - New Unity 5 Editor Toolkit. Complete pipeline integration [Doc](TODO) ([MackeyK24](https://github.com/MackeyK24))
- - New DebugLayer. [Doc](http://doc.babylonjs.com/overviews/customize_debug_layer) ([temechon](https://github.com/temechon))
- - New `VideoTexture.CreateFromWebCam` to generate video texture using WebRTC. [Demo](https://www.babylonjs-playground.com#1R77YT#11) ([Sebastien Vandenberghe](https://github.com/sebavan)) / ([deltakosh](https://github.com/deltakosh))
- - New Facet Data feature ([jerome](https://github.com/jbousquie))
- - babylon.fontTexture.ts was moved from babylon.js to canvas2D ([nockawa](https://github.com/nockawa))
- - Multi-platform Compressed Textures for Desktops & Mobile Devices with fall back.  Batch (dos) scripts to convert entire directories of .jpg's & .png's [Doc](http://doc.babylonjs.com/tutorials/multi-platform_compressed_textures) ([jcpalmer](https://github.com/Palmer-JC))
- - All deprecated functions and properties were removed ([deltakosh](https://github.com/deltakosh))
- - New build system based on workloads. [More info here](http://doc.babylonjs.com/generals/how_to_start#custom-builds) ([deltakosh](https://github.com/deltakosh))
- - New `Cell Shading` material added into `Materials Library` [Demo](http://www.babylonjs.com/Demos/CellShading/) ([Julien Moreau-Mathis](https://github.com/julien-moreau))
- - New kernel based blur. [Demo](https://www.babylonjs-playground.com/#FBH4J7#1) ([deltakosh](https://github.com/deltakosh))
- - New highlights postprocess ([deltakosh](https://github.com/deltakosh))
- - New DefaultRenderingPipeline to enable image processing effect. [Demo](https://www.babylonjs-playground.com/#5XB8YT#1) ([deltakosh](https://github.com/deltakosh))
- - New image processing postprocess. [Doc here](http://doc.babylonjs.com/tutorials/how_to_use_postprocesses#imageprocessing) ([deltakosh](https://github.com/deltakosh))
- - Spector.js New WebGL debugger: [more info here](http://spector.babylonjs.com) ([Sebastien Vandenberghe](https://github.com/sebavan))
- - New blur mode for mirrors. [Demo](https://www.babylonjs-playground.com/#9I6NX1) ([deltakosh](https://github.com/deltakosh)) 
-
+ 
 ### Updates
-- Added `syncBoneWithImpostor()` and `syncImpostorWithBone()` to PhysicsImpostor to help with creating ragdoll effects. [Demo](http://playground.babylonjs.com/#PM5MFS#5) ([abow](https://github.com/abow))
-- New automatic creation mode for skybox. [Doc here](http://doc.babylonjs.com/tutorials/environment#automatic-creation) ([deltakosh](https://github.com/deltakosh))
-- New way to force compilation of materials. [Doc here](http://doc.babylonjs.com/tutorials/How_materials_work) ([deltakosh](https://github.com/deltakosh))
-- Added a Physics tab to the inspector ([abow](https://github.com/abow))
-- New Debug.PhysicsViewer class for viewing PhysicsImpostors. [Demo](http://www.babylonjs-playground.com/#CA51CM#2) ([abow](https://github.com/abow))
-- New ColorPicker for GUI. [Demo](https://www.babylonjs-playground.com/#91I2RE#1) ([abow](https://github.com/abow))
-- Added slerp and limits to BoneLookController. [Demo](https://www.babylonjs-playground.com/#1YEPX6#11) ([abow](https://github.com/abow)) 
-- new `Texture.readPixels()` function to read texture content ([deltakosh](https://github.com/deltakosh))
-- New helpers to use ExtrudePolygon. [Demo](http://www.babylonjs-playground.com/#RNCYVM#10) ([Cubees](https://github.com/Cubees))
-- PostProcess can now use alpha blending and share outputs ([deltakosh](https://github.com/deltakosh))
-- Added `ArcRotateCamera.panningInertia` to decouple inertia from panning inertia ([deltakosh](https://github.com/deltakosh))
-- Added `FIXED_EQUIRECTANGULAR_MIRRORED_MODE` mode for reflection texture. [Demo here](http://www.babylonjs-playground.com/#11GAIH#22) ([deltakosh](https://github.com/deltakosh))
-- Introduced `boundingBox.centerWorld` and `boundingBox.extendSizeWorld` ([deltakosh](https://github.com/deltakosh))
-- Improved FXAA post-process ([deltakosh](https://github.com/deltakosh))
-- Added `Light.customProjectionMatrixBuilder` to allow developers to define their own projection matrix for shadows ([deltakosh](https://github.com/deltakosh))
-- Added `set()` function to all basic types ([deltakosh](https://github.com/deltakosh))
-- Added `HDRCubeTextureAssetTask` to AssetManager ([deltakosh](https://github.com/deltakosh))
-- Engine now uses range based fog ([deltakosh](https://github.com/deltakosh))
-- `VertexBuffer.updatable` is now serialized ([deltakosh](https://github.com/deltakosh))
-- Added `intersectsMeshes()` to Ray ([abow](https://github.com/abow))
-- New RayHelper class for easily viewing and attaching a ray to a mesh.  [Demo](http://www.babylonjs-playground.com/#ZHDBJ#35) [abow](https://github.com/abow))
-- `Mesh.applyDisplacementMap` now accepts uvScale and uvOffset parameter ([deltakosh](https://github.com/deltakosh))
-- Added `addChild()`, `removeChild()`, `setParent()` to AbstractMesh ([abow](https://github.com/abow))
-- `Effect.getVertexShaderSource()` and `Effect.getFragmentShaderSource()` now returns the effective shader code (including evaluation of #define) ([deltakosh](https://github.com/deltakosh))
-- GroundMesh : `getHeightAtCoordinates()`, `getNormalAtCoordinates()` and `getNormalAtCoordinatesToRef()` can now work with rotated grounds ([jerome](https://github.com/jbousquie))  
-- `GroundMesh`, `facetData` and `SolidParticleSystem` improvement in normal computations ([jerome](https://github.com/jbousquie))   
-- Added `AbstractMesh.addRotation()` ([jerome](https://github.com/jbousquie))  
-- Added `Quaternion.RotationQuaternionFromAxis()` and `Quaternion.RotationQuaternionFromAxisToRef()` ([jerome](https://github.com/jbousquie), thanks to [abow](https://github.com/abow))   
-- Added parameters `uvs` and `colors` to `MeshBuilder.CreateRibbon()` ([jerome](https://github.com/jbousquie))  
-- Added parameters `frontUVs` and `backUVs` to all the methods `MeshBuilder.CreateXXX()` supporting `sideOrientation` ([jerome](https://github.com/jbousquie))
-- Added `Curve3.CreateCatmullRomSpline()` ([jerome](https://github.com/jbousquie) and [BitOfGold](https://github.com/BitOfGold))  
-- Added the optional parameter`colorFilter` to `CreateGroundFromHeightMap()` ([jerome](https://github.com/jbousquie))  
-- Improved the internal code of `Vector3.RotationFromAxisToRef()` ([jerome](https://github.com/jbousquie), thanks to [abow](https://github.com/abow))  
-- GroundMeshes are now serialized correctly ([deltakosh](https://github.com/deltakosh))
-- Added `mesh.markVerticesDataAsUpdatable()` to allow a specific vertexbuffer to become updatable ([deltakosh](https://github.com/deltakosh)) 
-- Added `POINTERTAP` and `POINTERDOUBLETAP` PointerEventTypes to register new Observer mask. (Demo here)[http://www.babylonjs-playground.com/?30] ([yuccai](https://github.com/yuccai))
-- Added OnDoublePickTrigger for ActionManager ([yuccai](https://github.com/yuccai))
-- Added Scene.DoubleClickDelay to set the timing within a double click event like PointerEventTypes.POINTERDOUBLETAP or ActionManager.OnDoublePickTrigger has to be processed ([yuccai](https://github.com/yuccai))
-- New material: `ShadowOnlyMaterial` to display shadows on transparent surfaces ([deltakosh](https://github.com/deltakosh)) 
-- Added `VertexBuffer.TangentKind` to specify tangents in place of shader-calculated tangents ([dewadswo](https://github.com/dewadswo), [bghgary](https://github.com/bghgary))
-- Added `material.twoSidedLighting` to PBRMaterial and StandardMaterial to enable flipping normals when backfaceCulling is false ([BeardedGnome](https://github.com/BeardedGnome), [bghgary](https://github.com/bghgary))
-- Added a [HTML page](https://github.com/BabylonJS/Babylon.js/blob/master/Tools/Gulp/profiling.html) with embedded directions to improve the custom build process. ([jcpalmer](https://github.com/Palmer-JC))
-- Added glTF 2.0 loader with versioning support ([bghgary](https://github.com/bghgary), thanks to [BeardedGnome](https://github.com/BeardedGnome) for animation updates)
-- New `Motion Blur` effect added into `StandardRenderingPipeline` [Demo](http://www.babylonjs.com/Demos/MotionBlur/) ([Julien Moreau-Mathis](https://github.com/julien-moreau))
-- Allow the BlackAndWhite post process to adjust the degree in subsequent frames, for `Welcome to Wonderland`	types of animation ([jcpalmer](https://github.com/Palmer-JC))
-- New `BABYLON.TextureTools.CreateResizedCopy` function to create a copy of a texture and chage its size ([deltakosh](https://github.com/deltakosh)) 
  
 ### Bug fixes
-- Fixed issue with FPS not decreasing when reflections are disabled ([abow](https://github.com/abow)) 
-- Fixed disappearing BoneAxesViewer ([abow](https://github.com/abow)) 
-- Fixed disappearing SkeletonViewer ([abow](https://github.com/abow)) 
-- Fixed billboarding for parented meshes ([abow](https://github.com/abow)) 
-- Fixed issue with BoneIKController and left-handed coordinate systems ([abow](https://github.com/abow)) 
-- Fixed a bug with spotlight direction ([deltakosh](https://github.com/deltakosh)) 
-- Fixed an issue with Mesh.attachToBone when a mesh is moving and an animation is changed ([abow](https://github.com/abow))
-- Fixed an issue withaspect ratio when using CreateScreenshot ([deltakosh](https://github.com/deltakosh))
-- Fixed SPS particle initial status when used as updatable with a `positionFunction` in `addShape()` ([jerome](https://github.com/jbousquie))  
-- Fixed SPS particle access `start` index when used with `setParticles(start, end)` ([jerome](https://github.com/jbousquie))  
-- Fixed SPS billboard mode when used with a parented camera ([jerome](https://github.com/jbousquie)) 
-
-### API Documentation 
-- File `abstractMesh.ts` documented ([jerome](https://github.com/jbousquie))  
-- File `mesh.ts` documented ([jerome](https://github.com/jbousquie))  
-- File `groundMesh.ts` documented ([jerome](https://github.com/jbousquie))  
-- File `instancedMesh.ts` documented ([jerome](https://github.com/jbousquie))  
-- File `lineMesh.ts` documented ([jerome](https://github.com/jbousquie))  
-- File `vertexData.ts` documented ([jerome](https://github.com/jbousquie))  
-- File `subMesh.ts` documented ([jerome](https://github.com/jbousquie))  
-- File `vertexBuffer.ts` documented ([jerome](https://github.com/jbousquie))  
-- File `math.ts` documented ([jerome](https://github.com/jbousquie))
-- File `light.ts` documented ([jerome](https://github.com/jbousquie))  
-- File `directionalLight.ts` documented ([jerome](https://github.com/jbousquie))  
-- File `hemisphericLight.ts` documented ([jerome](https://github.com/jbousquie))  
-- File `pointLight.ts` documented ([jerome](https://github.com/jbousquie))  
-- File `spotLight.ts` documented ([jerome](https://github.com/jbousquie))  
-- File `shadowGenerator.ts` documented ([jerome](https://github.com/jbousquie))  
-
-### Breaking changes
-- WebVRCamera:
-  - `requestVRFullscreen` has been removed. Call `attachControl()` inside a user-interaction callback to start sending frames to the VR display
-  - `setPositionOffset` has been used to change the position offset. it is now done using `camera.position`
-- Ray :
-  - `show` has been removed. Use new `RayHelper.show()` instead
-  - `hide` has been removed. Use new `RayHelper.hide()` instead
-- AbstractMesh:
-  - `onPhysicsCollide` has been removed. Use `mesh.physicsImpostor.registerOnPhysicsCollide()` instead
-  - `setPhysicsState` has been removed. Use `new PhysicsImpostor()` instead
-  - `getPhysicsMass` has been removed. Use `mesh.physicsImpostor.getParam("mass")` instead
-  - `getPhysicsFriction` has been removed. Use `mesh.physicsImpostor.getParam("friction")` instead
-  - `getPhysicsRestitution` has been removed. Use `mesh.physicsImpostor.getParam("restitution")` instead
-  - `updatePhysicsBodyPosition` has been removed. Changes are synchronized automatically now
-- Mesh:
-  - `updateVerticesDataDirectly` has been removed. Use `mesh.updateVerticesData()` instead
-- SsaoRenderingPipeline:
-  - `getBlurHPostProcess` has been removed. Blur post-process is no more required
-  - `getBlurVPostProcess` has been removed. Blur post-process is no more required
-- Scene:
-  - `setGravity` has been removed. Use `scene.getPhysicsEngine().setGravity()` instead
-  - `createCompoundImpostor` has been removed. Use PhysicsImpostor parent/child instead
-- ActionManager:
-  - `LongPressDelay` and `DragMovementThreshold` are now respectively Scene.LongPressDelay and Scene.DragMovementThreshold
-- HDRRenderingPipeline:
-  - `HDRRenderingPipeline` has been removed because it is deprecated. It is now replaced by `StandardRenderingPipeline` which is more advanced. See [documentation](http://doc.babylonjs.com/tutorials/using_standard_rendering_pipeline)
-- PBRMaterial:
-  - Fixed several bugs which could lead to visual changes. [More info here](http://www.html5gamedevs.com/topic/30754-pbr-breaking-changes/)
-  - Removed all overloadedXXX properties
-  - Removed all fresnelXXX properties
-  - Removed .babylon.hdr textures: We now use DDS files.
-

+ 2 - 2
src/babylon.engine.ts

@@ -875,7 +875,7 @@
             //ua sniffing is the tool of the devil.
             this._badOS = regexpBadOs.test(navigator.userAgent);
 
-            //Detect if we are running on a faulty buggy OS.
+            //Detect if we are running on a faulty buggy desktop OS.
             var regexpBadDesktopOS = /AppleWebKit.*10.[\d]/
             //ua sniffing is the tool of the devil.
             this._badDesktopOS = regexpBadDesktopOS.test(navigator.userAgent);
@@ -1415,7 +1415,7 @@
                     gl.COLOR_BUFFER_BIT, gl.NEAREST);
             }
 
-            if (texture.generateMipMaps && !disableGenerateMipMaps) {
+            if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
                 this._bindTextureDirectly(gl.TEXTURE_2D, texture);
                 gl.generateMipmap(gl.TEXTURE_2D);
                 this._bindTextureDirectly(gl.TEXTURE_2D, null);

BIN
tests/validation/ReferenceImages/highlights.png


BIN
tests/validation/ReferenceImages/refprobe.png


+ 8 - 1
tests/validation/config.json

@@ -1,7 +1,7 @@
 {
   "root": "https://rawgit.com/BabylonJS/Website/master",
   "tests": [   
- {
+    {
       "title": "Sponza",
       "sceneFolder": "/Scenes/Sponza/",
       "sceneFilename": "Sponza.babylon",
@@ -186,6 +186,12 @@
       "referenceImage": "PBRRough.png"
     },
     {
+      "title": "Reflection probes",
+      "scriptToRun": "/Demos/RefProbe/reflectionProbe.js",
+      "functionToCall": "CreateReflectionProbeTestScene ",
+      "referenceImage": "refprobe.png"
+    },    
+    {
       "title": "Water material (only visual check)",
       "renderCount": 10,
       "scriptToRun": "/Demos/WaterMaterial/water.js",
@@ -222,3 +228,4 @@
     }
   ]
 }
+