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@@ -57948,9 +57948,6 @@ var BABYLON;
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engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
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engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
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break;
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break;
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}
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}
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- if (this.forceDepthWrite) {
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- engine.setDepthWrite(true);
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- }
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if (this._useInstancing) {
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if (this._useInstancing) {
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engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
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engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
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}
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}
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@@ -57970,6 +57967,9 @@ var BABYLON;
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}
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}
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var engine = this._scene.getEngine();
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var engine = this._scene.getEngine();
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engine.setState(false);
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engine.setState(false);
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+ if (this.forceDepthWrite) {
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+ engine.setDepthWrite(true);
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+ }
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var outparticles = 0;
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var outparticles = 0;
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if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
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if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
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outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
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outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
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@@ -74741,6 +74741,9 @@ var BABYLON;
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/** @hidden */
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/** @hidden */
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ProceduralTexture.prototype._shouldRender = function () {
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ProceduralTexture.prototype._shouldRender = function () {
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if (!this.isEnabled || !this.isReady() || !this._texture) {
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if (!this.isEnabled || !this.isReady() || !this._texture) {
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+ if (this._texture) {
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+ this._texture.isReady = false;
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+ }
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return false;
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return false;
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}
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}
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if (this._fallbackTextureUsed) {
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if (this._fallbackTextureUsed) {
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@@ -109998,7 +110001,7 @@ var BABYLON;
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this.setFloat("timeScale", this._time);
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this.setFloat("timeScale", this._time);
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};
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};
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NoiseProceduralTexture.prototype._getDefines = function () {
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NoiseProceduralTexture.prototype._getDefines = function () {
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- return "#define OCTAVES " + this.octaves;
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+ return "#define OCTAVES " + (this.octaves | 0);
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};
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};
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/** Generate the current state of the procedural texture */
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/** Generate the current state of the procedural texture */
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NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
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NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
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