Pārlūkot izejas kodu

Remove old code

NicolasBuecher 7 gadi atpakaļ
vecāks
revīzija
868a6ccc27
1 mainītis faili ar 0 papildinājumiem un 69 dzēšanām
  1. 0 69
      src/Engine/babylon.engine.ts

+ 0 - 69
src/Engine/babylon.engine.ts

@@ -4065,75 +4065,6 @@
             this._internalTexturesCache.push(texture);
             this._internalTexturesCache.push(texture);
 
 
             return texture;
             return texture;
-
-
-
-
-
-            // var gl = this._gl;
-            //
-            // var texture = new InternalTexture(this, InternalTexture.DATASOURCE_RENDERTARGET);
-            //
-            // var generateMipMaps = true;
-            // var generateDepthBuffer = true;
-            // var generateStencilBuffer = false;
-            //
-            // var samplingMode = Texture.TRILINEAR_SAMPLINGMODE;
-            // if (options !== undefined) {
-            //     generateMipMaps = options.generateMipMaps === undefined ? true : options.generateMipMaps;
-            //     generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
-            //     generateStencilBuffer = (generateDepthBuffer && options.generateStencilBuffer) ? true : false;
-            //
-            //     if (options.samplingMode !== undefined) {
-            //         samplingMode = options.samplingMode;
-            //     }
-            // }
-            //
-            // texture.isCube = true;
-            // texture.generateMipMaps = generateMipMaps;
-            // texture.samples = 1;
-            // texture.samplingMode = samplingMode;
-            //
-            // var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
-            //
-            // this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
-            //
-            // for (var face = 0; face < 6; face++) {
-            //     gl.texImage2D((gl.TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
-            //     // gl.texImage2D((gl.TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, gl.RGBA16F, size, size, 0, gl.RGBA, gl.HALF_FLOAT_OES, null);
-            // }
-            //
-            // gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
-            // gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
-            // gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
-            // gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
-            //
-            // // Create the framebuffer
-            // var framebuffer = gl.createFramebuffer();
-            // this.bindUnboundFramebuffer(framebuffer);
-            //
-            // texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, size, size);
-            //
-            // // Mipmaps
-            // if (texture.generateMipMaps) {
-            //     gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
-            // }
-            //
-            // // Unbind
-            // this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
-            // gl.bindRenderbuffer(gl.RENDERBUFFER, null);
-            // this.bindUnboundFramebuffer(null);
-            //
-            // texture._framebuffer = framebuffer;
-            // texture.width = size;
-            // texture.height = size;
-            // texture.isReady = true;
-            //
-            // //this.resetTextureCache();
-            //
-            // this._internalTexturesCache.push(texture);
-            //
-            // return texture;
         }
         }
 
 
         public createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, scale: number, offset: number,
         public createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, scale: number, offset: number,