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@@ -46424,6 +46424,7 @@ var BABYLON;
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};
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};
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SceneSerializer.Serialize = function (scene) {
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SceneSerializer.Serialize = function (scene) {
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var serializationObject = {};
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var serializationObject = {};
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+ SceneSerializer.ClearCache();
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// Scene
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// Scene
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serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
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serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
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serializationObject.autoClear = scene.autoClear;
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serializationObject.autoClear = scene.autoClear;
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@@ -46563,6 +46564,7 @@ var BABYLON;
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if (withParents === void 0) { withParents = false; }
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if (withParents === void 0) { withParents = false; }
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if (withChildren === void 0) { withChildren = false; }
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if (withChildren === void 0) { withChildren = false; }
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var serializationObject = {};
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var serializationObject = {};
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+ SceneSerializer.ClearCache();
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toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
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toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
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if (withParents || withChildren) {
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if (withParents || withChildren) {
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//deliberate for loop! not for each, appended should be processed as well.
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//deliberate for loop! not for each, appended should be processed as well.
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