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Check gl availability in prepareTexture to prevent null exception after dispose

Sebastien Vandenberghe 8 years ago
parent
commit
9a85e1653f

+ 456 - 456
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts

@@ -2537,6 +2537,188 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class Analyser {
+        SMOOTHING: number;
+        FFT_SIZE: number;
+        BARGRAPHAMPLITUDE: number;
+        DEBUGCANVASPOS: {
+            x: number;
+            y: number;
+        };
+        DEBUGCANVASSIZE: {
+            width: number;
+            height: number;
+        };
+        private _byteFreqs;
+        private _byteTime;
+        private _floatFreqs;
+        private _webAudioAnalyser;
+        private _debugCanvas;
+        private _debugCanvasContext;
+        private _scene;
+        private _registerFunc;
+        private _audioEngine;
+        constructor(scene: Scene);
+        getFrequencyBinCount(): number;
+        getByteFrequencyData(): Uint8Array;
+        getByteTimeDomainData(): Uint8Array;
+        getFloatFrequencyData(): Uint8Array;
+        drawDebugCanvas(): void;
+        stopDebugCanvas(): void;
+        connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class AudioEngine {
+        private _audioContext;
+        private _audioContextInitialized;
+        canUseWebAudio: boolean;
+        masterGain: GainNode;
+        private _connectedAnalyser;
+        WarnedWebAudioUnsupported: boolean;
+        unlocked: boolean;
+        onAudioUnlocked: () => any;
+        isMP3supported: boolean;
+        isOGGsupported: boolean;
+        readonly audioContext: AudioContext;
+        constructor();
+        private _unlockiOSaudio();
+        private _initializeAudioContext();
+        dispose(): void;
+        getGlobalVolume(): number;
+        setGlobalVolume(newVolume: number): void;
+        connectToAnalyser(analyser: Analyser): void;
+    }
+}
+
+declare module BABYLON {
+    class Sound {
+        name: string;
+        autoplay: boolean;
+        loop: boolean;
+        useCustomAttenuation: boolean;
+        soundTrackId: number;
+        spatialSound: boolean;
+        refDistance: number;
+        rolloffFactor: number;
+        maxDistance: number;
+        distanceModel: string;
+        private _panningModel;
+        onended: () => any;
+        private _playbackRate;
+        private _streaming;
+        private _startTime;
+        private _startOffset;
+        private _position;
+        private _localDirection;
+        private _volume;
+        private _isLoaded;
+        private _isReadyToPlay;
+        isPlaying: boolean;
+        isPaused: boolean;
+        private _isDirectional;
+        private _readyToPlayCallback;
+        private _audioBuffer;
+        private _soundSource;
+        private _streamingSource;
+        private _soundPanner;
+        private _soundGain;
+        private _inputAudioNode;
+        private _ouputAudioNode;
+        private _coneInnerAngle;
+        private _coneOuterAngle;
+        private _coneOuterGain;
+        private _scene;
+        private _connectedMesh;
+        private _customAttenuationFunction;
+        private _registerFunc;
+        private _isOutputConnected;
+        private _htmlAudioElement;
+        private _urlType;
+        /**
+        * Create a sound and attach it to a scene
+        * @param name Name of your sound
+        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
+        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
+        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
+        */
+        constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
+        dispose(): void;
+        isReady(): boolean;
+        private _soundLoaded(audioData);
+        setAudioBuffer(audioBuffer: AudioBuffer): void;
+        updateOptions(options: any): void;
+        private _createSpatialParameters();
+        private _updateSpatialParameters();
+        switchPanningModelToHRTF(): void;
+        switchPanningModelToEqualPower(): void;
+        private _switchPanningModel();
+        connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
+        /**
+        * Transform this sound into a directional source
+        * @param coneInnerAngle Size of the inner cone in degree
+        * @param coneOuterAngle Size of the outer cone in degree
+        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
+        */
+        setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
+        setPosition(newPosition: Vector3): void;
+        setLocalDirectionToMesh(newLocalDirection: Vector3): void;
+        private _updateDirection();
+        updateDistanceFromListener(): void;
+        setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
+        /**
+        * Play the sound
+        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
+        * @param offset (optional) Start the sound setting it at a specific time
+        */
+        play(time?: number, offset?: number): void;
+        private _onended();
+        /**
+        * Stop the sound
+        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
+        */
+        stop(time?: number): void;
+        pause(): void;
+        setVolume(newVolume: number, time?: number): void;
+        setPlaybackRate(newPlaybackRate: number): void;
+        getVolume(): number;
+        attachToMesh(meshToConnectTo: AbstractMesh): void;
+        detachFromMesh(): void;
+        private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
+        clone(): Sound;
+        getAudioBuffer(): AudioBuffer;
+        serialize(): any;
+        static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
+    }
+}
+
+declare module BABYLON {
+    class SoundTrack {
+        private _outputAudioNode;
+        private _inputAudioNode;
+        private _trackConvolver;
+        private _scene;
+        id: number;
+        soundCollection: Array<Sound>;
+        private _isMainTrack;
+        private _connectedAnalyser;
+        private _options;
+        private _isInitialized;
+        constructor(scene: Scene, options?: any);
+        private _initializeSoundTrackAudioGraph();
+        dispose(): void;
+        AddSound(sound: Sound): void;
+        RemoveSound(sound: Sound): void;
+        setVolume(newVolume: number): void;
+        switchPanningModelToHRTF(): void;
+        switchPanningModelToEqualPower(): void;
+        connectToAnalyser(analyser: Analyser): void;
+    }
+}
+
+declare module BABYLON {
     class Animatable {
     class Animatable {
         target: any;
         target: any;
         fromFrame: number;
         fromFrame: number;
@@ -2788,197 +2970,15 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class Analyser {
-        SMOOTHING: number;
-        FFT_SIZE: number;
-        BARGRAPHAMPLITUDE: number;
-        DEBUGCANVASPOS: {
-            x: number;
-            y: number;
-        };
-        DEBUGCANVASSIZE: {
-            width: number;
-            height: number;
-        };
-        private _byteFreqs;
-        private _byteTime;
-        private _floatFreqs;
-        private _webAudioAnalyser;
-        private _debugCanvas;
-        private _debugCanvasContext;
-        private _scene;
-        private _registerFunc;
-        private _audioEngine;
-        constructor(scene: Scene);
-        getFrequencyBinCount(): number;
-        getByteFrequencyData(): Uint8Array;
-        getByteTimeDomainData(): Uint8Array;
-        getFloatFrequencyData(): Uint8Array;
-        drawDebugCanvas(): void;
-        stopDebugCanvas(): void;
-        connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class AudioEngine {
-        private _audioContext;
-        private _audioContextInitialized;
-        canUseWebAudio: boolean;
-        masterGain: GainNode;
-        private _connectedAnalyser;
-        WarnedWebAudioUnsupported: boolean;
-        unlocked: boolean;
-        onAudioUnlocked: () => any;
-        isMP3supported: boolean;
-        isOGGsupported: boolean;
-        readonly audioContext: AudioContext;
-        constructor();
-        private _unlockiOSaudio();
-        private _initializeAudioContext();
-        dispose(): void;
-        getGlobalVolume(): number;
-        setGlobalVolume(newVolume: number): void;
-        connectToAnalyser(analyser: Analyser): void;
+    interface Behavior<T extends Node> {
+        name: string;
+        attach(node: T): void;
+        detach(node: T): void;
     }
     }
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class Sound {
-        name: string;
-        autoplay: boolean;
-        loop: boolean;
-        useCustomAttenuation: boolean;
-        soundTrackId: number;
-        spatialSound: boolean;
-        refDistance: number;
-        rolloffFactor: number;
-        maxDistance: number;
-        distanceModel: string;
-        private _panningModel;
-        onended: () => any;
-        private _playbackRate;
-        private _streaming;
-        private _startTime;
-        private _startOffset;
-        private _position;
-        private _localDirection;
-        private _volume;
-        private _isLoaded;
-        private _isReadyToPlay;
-        isPlaying: boolean;
-        isPaused: boolean;
-        private _isDirectional;
-        private _readyToPlayCallback;
-        private _audioBuffer;
-        private _soundSource;
-        private _streamingSource;
-        private _soundPanner;
-        private _soundGain;
-        private _inputAudioNode;
-        private _ouputAudioNode;
-        private _coneInnerAngle;
-        private _coneOuterAngle;
-        private _coneOuterGain;
-        private _scene;
-        private _connectedMesh;
-        private _customAttenuationFunction;
-        private _registerFunc;
-        private _isOutputConnected;
-        private _htmlAudioElement;
-        private _urlType;
-        /**
-        * Create a sound and attach it to a scene
-        * @param name Name of your sound
-        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
-        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
-        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
-        */
-        constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
-        dispose(): void;
-        isReady(): boolean;
-        private _soundLoaded(audioData);
-        setAudioBuffer(audioBuffer: AudioBuffer): void;
-        updateOptions(options: any): void;
-        private _createSpatialParameters();
-        private _updateSpatialParameters();
-        switchPanningModelToHRTF(): void;
-        switchPanningModelToEqualPower(): void;
-        private _switchPanningModel();
-        connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
-        /**
-        * Transform this sound into a directional source
-        * @param coneInnerAngle Size of the inner cone in degree
-        * @param coneOuterAngle Size of the outer cone in degree
-        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
-        */
-        setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
-        setPosition(newPosition: Vector3): void;
-        setLocalDirectionToMesh(newLocalDirection: Vector3): void;
-        private _updateDirection();
-        updateDistanceFromListener(): void;
-        setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
-        /**
-        * Play the sound
-        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
-        * @param offset (optional) Start the sound setting it at a specific time
-        */
-        play(time?: number, offset?: number): void;
-        private _onended();
-        /**
-        * Stop the sound
-        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
-        */
-        stop(time?: number): void;
-        pause(): void;
-        setVolume(newVolume: number, time?: number): void;
-        setPlaybackRate(newPlaybackRate: number): void;
-        getVolume(): number;
-        attachToMesh(meshToConnectTo: AbstractMesh): void;
-        detachFromMesh(): void;
-        private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
-        clone(): Sound;
-        getAudioBuffer(): AudioBuffer;
-        serialize(): any;
-        static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
-    }
-}
-
-declare module BABYLON {
-    class SoundTrack {
-        private _outputAudioNode;
-        private _inputAudioNode;
-        private _trackConvolver;
-        private _scene;
-        id: number;
-        soundCollection: Array<Sound>;
-        private _isMainTrack;
-        private _connectedAnalyser;
-        private _options;
-        private _isInitialized;
-        constructor(scene: Scene, options?: any);
-        private _initializeSoundTrackAudioGraph();
-        dispose(): void;
-        AddSound(sound: Sound): void;
-        RemoveSound(sound: Sound): void;
-        setVolume(newVolume: number): void;
-        switchPanningModelToHRTF(): void;
-        switchPanningModelToEqualPower(): void;
-        connectToAnalyser(analyser: Analyser): void;
-    }
-}
-
-declare module BABYLON {
-    interface Behavior<T extends Node> {
-        name: string;
-        attach(node: T): void;
-        detach(node: T): void;
-    }
-}
-
-declare module BABYLON {
-    class Bone extends Node {
+    class Bone extends Node {
         name: string;
         name: string;
         private static _tmpVecs;
         private static _tmpVecs;
         private static _tmpQuat;
         private static _tmpQuat;
@@ -3459,6 +3459,124 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class BoundingBox implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        vectors: Vector3[];
+        center: Vector3;
+        centerWorld: Vector3;
+        extendSize: Vector3;
+        extendSizeWorld: Vector3;
+        directions: Vector3[];
+        vectorsWorld: Vector3[];
+        minimumWorld: Vector3;
+        maximumWorld: Vector3;
+        private _worldMatrix;
+        constructor(minimum: Vector3, maximum: Vector3);
+        getWorldMatrix(): Matrix;
+        setWorldMatrix(matrix: Matrix): BoundingBox;
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsMinMax(min: Vector3, max: Vector3): boolean;
+        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
+        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
+        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+    }
+}
+
+declare module BABYLON {
+    interface ICullable {
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+    }
+    class BoundingInfo implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        boundingBox: BoundingBox;
+        boundingSphere: BoundingSphere;
+        private _isLocked;
+        constructor(minimum: Vector3, maximum: Vector3);
+        isLocked: boolean;
+        update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        /**
+         * Gets the world distance between the min and max points of the bounding box
+         */
+        readonly diagonalLength: number;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        _checkCollision(collider: Collider): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
+    }
+}
+
+declare module BABYLON {
+    class BoundingSphere {
+        minimum: Vector3;
+        maximum: Vector3;
+        center: Vector3;
+        radius: number;
+        centerWorld: Vector3;
+        radiusWorld: number;
+        private _tempRadiusVector;
+        constructor(minimum: Vector3, maximum: Vector3);
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
+    }
+}
+
+declare module BABYLON {
+    class Ray {
+        origin: Vector3;
+        direction: Vector3;
+        length: number;
+        private _edge1;
+        private _edge2;
+        private _pvec;
+        private _tvec;
+        private _qvec;
+        private _tmpRay;
+        private _rayHelper;
+        constructor(origin: Vector3, direction: Vector3, length?: number);
+        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
+        intersectsBox(box: BoundingBox): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
+        intersectsPlane(plane: Plane): number;
+        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
+        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
+        private _comparePickingInfo(pickingInfoA, pickingInfoB);
+        private static smallnum;
+        private static rayl;
+        /**
+         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
+         * @param sega the first point of the segment to test the intersection against
+         * @param segb the second point of the segment to test the intersection against
+         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
+         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
+         */
+        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
+        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
+        /**
+        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
+        * transformed to the given world matrix.
+        * @param origin The origin point
+        * @param end The end point
+        * @param world a matrix to transform the ray to. Default is the identity matrix.
+        */
+        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
+        static Transform(ray: Ray, matrix: Matrix): Ray;
+        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
+    }
+}
+
+declare module BABYLON {
     class Collider {
     class Collider {
         radius: Vector3;
         radius: Vector3;
         retry: number;
         retry: number;
@@ -3702,124 +3820,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class BoundingBox implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        vectors: Vector3[];
-        center: Vector3;
-        centerWorld: Vector3;
-        extendSize: Vector3;
-        extendSizeWorld: Vector3;
-        directions: Vector3[];
-        vectorsWorld: Vector3[];
-        minimumWorld: Vector3;
-        maximumWorld: Vector3;
-        private _worldMatrix;
-        constructor(minimum: Vector3, maximum: Vector3);
-        getWorldMatrix(): Matrix;
-        setWorldMatrix(matrix: Matrix): BoundingBox;
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsMinMax(min: Vector3, max: Vector3): boolean;
-        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
-        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
-        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-    }
-}
-
-declare module BABYLON {
-    interface ICullable {
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-    }
-    class BoundingInfo implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        boundingBox: BoundingBox;
-        boundingSphere: BoundingSphere;
-        private _isLocked;
-        constructor(minimum: Vector3, maximum: Vector3);
-        isLocked: boolean;
-        update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        /**
-         * Gets the world distance between the min and max points of the bounding box
-         */
-        readonly diagonalLength: number;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        _checkCollision(collider: Collider): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
-    }
-}
-
-declare module BABYLON {
-    class BoundingSphere {
-        minimum: Vector3;
-        maximum: Vector3;
-        center: Vector3;
-        radius: number;
-        centerWorld: Vector3;
-        radiusWorld: number;
-        private _tempRadiusVector;
-        constructor(minimum: Vector3, maximum: Vector3);
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
-    }
-}
-
-declare module BABYLON {
-    class Ray {
-        origin: Vector3;
-        direction: Vector3;
-        length: number;
-        private _edge1;
-        private _edge2;
-        private _pvec;
-        private _tvec;
-        private _qvec;
-        private _tmpRay;
-        private _rayHelper;
-        constructor(origin: Vector3, direction: Vector3, length?: number);
-        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
-        intersectsBox(box: BoundingBox): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
-        intersectsPlane(plane: Plane): number;
-        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
-        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
-        private _comparePickingInfo(pickingInfoA, pickingInfoB);
-        private static smallnum;
-        private static rayl;
-        /**
-         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
-         * @param sega the first point of the segment to test the intersection against
-         * @param segb the second point of the segment to test the intersection against
-         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
-         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
-         */
-        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
-        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
-        /**
-        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
-        * transformed to the given world matrix.
-        * @param origin The origin point
-        * @param end The end point
-        * @param world a matrix to transform the ray to. Default is the identity matrix.
-        */
-        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
-        static Transform(ray: Ray, matrix: Matrix): Ray;
-        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
-    }
-}
-
-declare module BABYLON {
     class ArcRotateCamera extends TargetCamera {
     class ArcRotateCamera extends TargetCamera {
         alpha: number;
         alpha: number;
         beta: number;
         beta: number;
@@ -15984,6 +15984,157 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class VRCameraMetrics {
+        hResolution: number;
+        vResolution: number;
+        hScreenSize: number;
+        vScreenSize: number;
+        vScreenCenter: number;
+        eyeToScreenDistance: number;
+        lensSeparationDistance: number;
+        interpupillaryDistance: number;
+        distortionK: number[];
+        chromaAbCorrection: number[];
+        postProcessScaleFactor: number;
+        lensCenterOffset: number;
+        compensateDistortion: boolean;
+        readonly aspectRatio: number;
+        readonly aspectRatioFov: number;
+        readonly leftHMatrix: Matrix;
+        readonly rightHMatrix: Matrix;
+        readonly leftPreViewMatrix: Matrix;
+        readonly rightPreViewMatrix: Matrix;
+        static GetDefault(): VRCameraMetrics;
+    }
+}
+
+declare module BABYLON {
+    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
+        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+}
+
+declare module BABYLON {
+    class VRExperienceHelper {
+        private webVROptions;
+        private _scene;
+        private _position;
+        private _btnVR;
+        private _webVRsupportedAndReady;
+        private _canvas;
+        private _isInVRMode;
+        constructor(scene: Scene, webVROptions?: WebVROptions);
+        enterVR(): void;
+        exitVR(): void;
+        position: Vector3;
+        dispose(): void;
+        getClassName(): string;
+    }
+}
+
+declare var HMDVRDevice: any;
+declare var VRDisplay: any;
+declare var VRFrameData: any;
+declare module BABYLON {
+    /**
+     * This is a copy of VRPose.
+     * IMPORTANT!! The data is right-hand data.
+     * @export
+     * @interface DevicePose
+     */
+    interface DevicePose {
+        readonly position?: Float32Array;
+        readonly linearVelocity?: Float32Array;
+        readonly linearAcceleration?: Float32Array;
+        readonly orientation?: Float32Array;
+        readonly angularVelocity?: Float32Array;
+        readonly angularAcceleration?: Float32Array;
+    }
+    interface PoseControlled {
+        position: Vector3;
+        rotationQuaternion: Quaternion;
+        devicePosition?: Vector3;
+        deviceRotationQuaternion: Quaternion;
+        rawPose: DevicePose;
+        deviceScaleFactor: number;
+        updateFromDevice(poseData: DevicePose): any;
+    }
+    interface WebVROptions {
+        trackPosition?: boolean;
+        positionScale?: number;
+        displayName?: string;
+        controllerMeshes?: boolean;
+        defaultLightningOnControllers?: boolean;
+    }
+    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
+        private webVROptions;
+        _vrDevice: any;
+        rawPose: DevicePose;
+        private _vrEnabled;
+        private _specsVersion;
+        private _attached;
+        private _oldSize;
+        private _oldHardwareScaleFactor;
+        private _frameData;
+        private _quaternionCache;
+        private _positionOffset;
+        protected _descendants: Array<Node>;
+        devicePosition: Vector3;
+        deviceRotationQuaternion: any;
+        deviceScaleFactor: number;
+        controllers: Array<WebVRController>;
+        nonVRControllers: Array<Gamepad>;
+        private _onControllersAttached;
+        private _onNonVRControllerAttached;
+        rigParenting: boolean;
+        private _lightOnControllers;
+        constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
+        onControllersAttached: (controllers: Array<WebVRController>) => void;
+        onNonVRControllerAttached: (controller: Gamepad) => void;
+        getControllerByName(name: string): WebVRController;
+        private _leftController;
+        readonly leftController: WebVRController;
+        private _rightController;
+        readonly rightController: WebVRController;
+        getForwardRay(length?: number): Ray;
+        _checkInputs(): void;
+        updateFromDevice(poseData: DevicePose): void;
+        /**
+         * WebVR's attach control will start broadcasting frames to the device.
+         * Note that in certain browsers (chrome for example) this function must be called
+         * within a user-interaction callback. Example:
+         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
+         *
+         * @param {HTMLElement} element
+         * @param {boolean} [noPreventDefault]
+         *
+         * @memberOf WebVRFreeCamera
+         */
+        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
+        detachControl(element: HTMLElement): void;
+        getClassName(): string;
+        resetToCurrentRotation(): void;
+        _updateRigCameras(): void;
+        /**
+         * This function is called by the two RIG cameras.
+         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
+         */
+        protected _getWebVRViewMatrix(): Matrix;
+        protected _getWebVRProjectionMatrix(): Matrix;
+        initControllers(): void;
+    }
+}
+
+declare module BABYLON {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
         camera: ArcRotateCamera;
         camera: ArcRotateCamera;
         gamepad: Gamepad;
         gamepad: Gamepad;
@@ -16192,157 +16343,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class VRCameraMetrics {
-        hResolution: number;
-        vResolution: number;
-        hScreenSize: number;
-        vScreenSize: number;
-        vScreenCenter: number;
-        eyeToScreenDistance: number;
-        lensSeparationDistance: number;
-        interpupillaryDistance: number;
-        distortionK: number[];
-        chromaAbCorrection: number[];
-        postProcessScaleFactor: number;
-        lensCenterOffset: number;
-        compensateDistortion: boolean;
-        readonly aspectRatio: number;
-        readonly aspectRatioFov: number;
-        readonly leftHMatrix: Matrix;
-        readonly rightHMatrix: Matrix;
-        readonly leftPreViewMatrix: Matrix;
-        readonly rightPreViewMatrix: Matrix;
-        static GetDefault(): VRCameraMetrics;
-    }
-}
-
-declare module BABYLON {
-    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
-        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-}
-
-declare module BABYLON {
-    class VRExperienceHelper {
-        private webVROptions;
-        private _scene;
-        private _position;
-        private _btnVR;
-        private _webVRsupportedAndReady;
-        private _canvas;
-        private _isInVRMode;
-        constructor(scene: Scene, webVROptions?: WebVROptions);
-        enterVR(): void;
-        exitVR(): void;
-        position: Vector3;
-        dispose(): void;
-        getClassName(): string;
-    }
-}
-
-declare var HMDVRDevice: any;
-declare var VRDisplay: any;
-declare var VRFrameData: any;
-declare module BABYLON {
-    /**
-     * This is a copy of VRPose.
-     * IMPORTANT!! The data is right-hand data.
-     * @export
-     * @interface DevicePose
-     */
-    interface DevicePose {
-        readonly position?: Float32Array;
-        readonly linearVelocity?: Float32Array;
-        readonly linearAcceleration?: Float32Array;
-        readonly orientation?: Float32Array;
-        readonly angularVelocity?: Float32Array;
-        readonly angularAcceleration?: Float32Array;
-    }
-    interface PoseControlled {
-        position: Vector3;
-        rotationQuaternion: Quaternion;
-        devicePosition?: Vector3;
-        deviceRotationQuaternion: Quaternion;
-        rawPose: DevicePose;
-        deviceScaleFactor: number;
-        updateFromDevice(poseData: DevicePose): any;
-    }
-    interface WebVROptions {
-        trackPosition?: boolean;
-        positionScale?: number;
-        displayName?: string;
-        controllerMeshes?: boolean;
-        defaultLightningOnControllers?: boolean;
-    }
-    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
-        private webVROptions;
-        _vrDevice: any;
-        rawPose: DevicePose;
-        private _vrEnabled;
-        private _specsVersion;
-        private _attached;
-        private _oldSize;
-        private _oldHardwareScaleFactor;
-        private _frameData;
-        private _quaternionCache;
-        private _positionOffset;
-        protected _descendants: Array<Node>;
-        devicePosition: Vector3;
-        deviceRotationQuaternion: any;
-        deviceScaleFactor: number;
-        controllers: Array<WebVRController>;
-        nonVRControllers: Array<Gamepad>;
-        private _onControllersAttached;
-        private _onNonVRControllerAttached;
-        rigParenting: boolean;
-        private _lightOnControllers;
-        constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
-        onControllersAttached: (controllers: Array<WebVRController>) => void;
-        onNonVRControllerAttached: (controller: Gamepad) => void;
-        getControllerByName(name: string): WebVRController;
-        private _leftController;
-        readonly leftController: WebVRController;
-        private _rightController;
-        readonly rightController: WebVRController;
-        getForwardRay(length?: number): Ray;
-        _checkInputs(): void;
-        updateFromDevice(poseData: DevicePose): void;
-        /**
-         * WebVR's attach control will start broadcasting frames to the device.
-         * Note that in certain browsers (chrome for example) this function must be called
-         * within a user-interaction callback. Example:
-         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
-         *
-         * @param {HTMLElement} element
-         * @param {boolean} [noPreventDefault]
-         *
-         * @memberOf WebVRFreeCamera
-         */
-        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
-        detachControl(element: HTMLElement): void;
-        getClassName(): string;
-        resetToCurrentRotation(): void;
-        _updateRigCameras(): void;
-        /**
-         * This function is called by the two RIG cameras.
-         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
-         */
-        protected _getWebVRViewMatrix(): Matrix;
-        protected _getWebVRProjectionMatrix(): Matrix;
-        initControllers(): void;
-    }
-}
-
-declare module BABYLON {
     /**
     /**
      * Interface to implement to create a shadow generator compatible with BJS.
      * Interface to implement to create a shadow generator compatible with BJS.
      */
      */

File diff suppressed because it is too large
+ 2 - 2
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js


+ 8 - 0
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js

@@ -10389,6 +10389,9 @@ var BABYLON;
         ;
         ;
         Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
         Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
             var gl = this._gl;
             var gl = this._gl;
+            if (!gl) {
+                return;
+            }
             var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
             var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
             gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
             gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
             gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
             gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
@@ -10409,6 +10412,9 @@ var BABYLON;
             var potWidth = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this.getCaps().maxTextureSize) : width;
             var potWidth = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this.getCaps().maxTextureSize) : width;
             var potHeight = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this.getCaps().maxTextureSize) : height;
             var potHeight = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this.getCaps().maxTextureSize) : height;
             var gl = this._gl;
             var gl = this._gl;
+            if (!gl) {
+                return;
+            }
             this._bindTextureDirectly(gl.TEXTURE_2D, texture);
             this._bindTextureDirectly(gl.TEXTURE_2D, texture);
             gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
             gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
             texture._baseWidth = width;
             texture._baseWidth = width;
@@ -36841,11 +36847,13 @@ var BABYLON;
                             if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
                             if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
                                 return false;
                                 return false;
                             }
                             }
+                            defines.METALLICWORKFLOW = false;
                             BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
                             BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
                             defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
                             defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
                             defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
                             defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
                         }
                         }
                         else {
                         else {
+                            defines.METALLICWORKFLOW = false;
                             defines.REFLECTIVITY = false;
                             defines.REFLECTIVITY = false;
                         }
                         }
                         if (this._microSurfaceTexture) {
                         if (this._microSurfaceTexture) {

+ 456 - 456
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.module.d.ts

@@ -2537,6 +2537,188 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class Analyser {
+        SMOOTHING: number;
+        FFT_SIZE: number;
+        BARGRAPHAMPLITUDE: number;
+        DEBUGCANVASPOS: {
+            x: number;
+            y: number;
+        };
+        DEBUGCANVASSIZE: {
+            width: number;
+            height: number;
+        };
+        private _byteFreqs;
+        private _byteTime;
+        private _floatFreqs;
+        private _webAudioAnalyser;
+        private _debugCanvas;
+        private _debugCanvasContext;
+        private _scene;
+        private _registerFunc;
+        private _audioEngine;
+        constructor(scene: Scene);
+        getFrequencyBinCount(): number;
+        getByteFrequencyData(): Uint8Array;
+        getByteTimeDomainData(): Uint8Array;
+        getFloatFrequencyData(): Uint8Array;
+        drawDebugCanvas(): void;
+        stopDebugCanvas(): void;
+        connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class AudioEngine {
+        private _audioContext;
+        private _audioContextInitialized;
+        canUseWebAudio: boolean;
+        masterGain: GainNode;
+        private _connectedAnalyser;
+        WarnedWebAudioUnsupported: boolean;
+        unlocked: boolean;
+        onAudioUnlocked: () => any;
+        isMP3supported: boolean;
+        isOGGsupported: boolean;
+        readonly audioContext: AudioContext;
+        constructor();
+        private _unlockiOSaudio();
+        private _initializeAudioContext();
+        dispose(): void;
+        getGlobalVolume(): number;
+        setGlobalVolume(newVolume: number): void;
+        connectToAnalyser(analyser: Analyser): void;
+    }
+}
+
+declare module BABYLON {
+    class Sound {
+        name: string;
+        autoplay: boolean;
+        loop: boolean;
+        useCustomAttenuation: boolean;
+        soundTrackId: number;
+        spatialSound: boolean;
+        refDistance: number;
+        rolloffFactor: number;
+        maxDistance: number;
+        distanceModel: string;
+        private _panningModel;
+        onended: () => any;
+        private _playbackRate;
+        private _streaming;
+        private _startTime;
+        private _startOffset;
+        private _position;
+        private _localDirection;
+        private _volume;
+        private _isLoaded;
+        private _isReadyToPlay;
+        isPlaying: boolean;
+        isPaused: boolean;
+        private _isDirectional;
+        private _readyToPlayCallback;
+        private _audioBuffer;
+        private _soundSource;
+        private _streamingSource;
+        private _soundPanner;
+        private _soundGain;
+        private _inputAudioNode;
+        private _ouputAudioNode;
+        private _coneInnerAngle;
+        private _coneOuterAngle;
+        private _coneOuterGain;
+        private _scene;
+        private _connectedMesh;
+        private _customAttenuationFunction;
+        private _registerFunc;
+        private _isOutputConnected;
+        private _htmlAudioElement;
+        private _urlType;
+        /**
+        * Create a sound and attach it to a scene
+        * @param name Name of your sound
+        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
+        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
+        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
+        */
+        constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
+        dispose(): void;
+        isReady(): boolean;
+        private _soundLoaded(audioData);
+        setAudioBuffer(audioBuffer: AudioBuffer): void;
+        updateOptions(options: any): void;
+        private _createSpatialParameters();
+        private _updateSpatialParameters();
+        switchPanningModelToHRTF(): void;
+        switchPanningModelToEqualPower(): void;
+        private _switchPanningModel();
+        connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
+        /**
+        * Transform this sound into a directional source
+        * @param coneInnerAngle Size of the inner cone in degree
+        * @param coneOuterAngle Size of the outer cone in degree
+        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
+        */
+        setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
+        setPosition(newPosition: Vector3): void;
+        setLocalDirectionToMesh(newLocalDirection: Vector3): void;
+        private _updateDirection();
+        updateDistanceFromListener(): void;
+        setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
+        /**
+        * Play the sound
+        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
+        * @param offset (optional) Start the sound setting it at a specific time
+        */
+        play(time?: number, offset?: number): void;
+        private _onended();
+        /**
+        * Stop the sound
+        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
+        */
+        stop(time?: number): void;
+        pause(): void;
+        setVolume(newVolume: number, time?: number): void;
+        setPlaybackRate(newPlaybackRate: number): void;
+        getVolume(): number;
+        attachToMesh(meshToConnectTo: AbstractMesh): void;
+        detachFromMesh(): void;
+        private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
+        clone(): Sound;
+        getAudioBuffer(): AudioBuffer;
+        serialize(): any;
+        static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
+    }
+}
+
+declare module BABYLON {
+    class SoundTrack {
+        private _outputAudioNode;
+        private _inputAudioNode;
+        private _trackConvolver;
+        private _scene;
+        id: number;
+        soundCollection: Array<Sound>;
+        private _isMainTrack;
+        private _connectedAnalyser;
+        private _options;
+        private _isInitialized;
+        constructor(scene: Scene, options?: any);
+        private _initializeSoundTrackAudioGraph();
+        dispose(): void;
+        AddSound(sound: Sound): void;
+        RemoveSound(sound: Sound): void;
+        setVolume(newVolume: number): void;
+        switchPanningModelToHRTF(): void;
+        switchPanningModelToEqualPower(): void;
+        connectToAnalyser(analyser: Analyser): void;
+    }
+}
+
+declare module BABYLON {
     class Animatable {
     class Animatable {
         target: any;
         target: any;
         fromFrame: number;
         fromFrame: number;
@@ -2788,197 +2970,15 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class Analyser {
-        SMOOTHING: number;
-        FFT_SIZE: number;
-        BARGRAPHAMPLITUDE: number;
-        DEBUGCANVASPOS: {
-            x: number;
-            y: number;
-        };
-        DEBUGCANVASSIZE: {
-            width: number;
-            height: number;
-        };
-        private _byteFreqs;
-        private _byteTime;
-        private _floatFreqs;
-        private _webAudioAnalyser;
-        private _debugCanvas;
-        private _debugCanvasContext;
-        private _scene;
-        private _registerFunc;
-        private _audioEngine;
-        constructor(scene: Scene);
-        getFrequencyBinCount(): number;
-        getByteFrequencyData(): Uint8Array;
-        getByteTimeDomainData(): Uint8Array;
-        getFloatFrequencyData(): Uint8Array;
-        drawDebugCanvas(): void;
-        stopDebugCanvas(): void;
-        connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class AudioEngine {
-        private _audioContext;
-        private _audioContextInitialized;
-        canUseWebAudio: boolean;
-        masterGain: GainNode;
-        private _connectedAnalyser;
-        WarnedWebAudioUnsupported: boolean;
-        unlocked: boolean;
-        onAudioUnlocked: () => any;
-        isMP3supported: boolean;
-        isOGGsupported: boolean;
-        readonly audioContext: AudioContext;
-        constructor();
-        private _unlockiOSaudio();
-        private _initializeAudioContext();
-        dispose(): void;
-        getGlobalVolume(): number;
-        setGlobalVolume(newVolume: number): void;
-        connectToAnalyser(analyser: Analyser): void;
+    interface Behavior<T extends Node> {
+        name: string;
+        attach(node: T): void;
+        detach(node: T): void;
     }
     }
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class Sound {
-        name: string;
-        autoplay: boolean;
-        loop: boolean;
-        useCustomAttenuation: boolean;
-        soundTrackId: number;
-        spatialSound: boolean;
-        refDistance: number;
-        rolloffFactor: number;
-        maxDistance: number;
-        distanceModel: string;
-        private _panningModel;
-        onended: () => any;
-        private _playbackRate;
-        private _streaming;
-        private _startTime;
-        private _startOffset;
-        private _position;
-        private _localDirection;
-        private _volume;
-        private _isLoaded;
-        private _isReadyToPlay;
-        isPlaying: boolean;
-        isPaused: boolean;
-        private _isDirectional;
-        private _readyToPlayCallback;
-        private _audioBuffer;
-        private _soundSource;
-        private _streamingSource;
-        private _soundPanner;
-        private _soundGain;
-        private _inputAudioNode;
-        private _ouputAudioNode;
-        private _coneInnerAngle;
-        private _coneOuterAngle;
-        private _coneOuterGain;
-        private _scene;
-        private _connectedMesh;
-        private _customAttenuationFunction;
-        private _registerFunc;
-        private _isOutputConnected;
-        private _htmlAudioElement;
-        private _urlType;
-        /**
-        * Create a sound and attach it to a scene
-        * @param name Name of your sound
-        * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
-        * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
-        * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
-        */
-        constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
-        dispose(): void;
-        isReady(): boolean;
-        private _soundLoaded(audioData);
-        setAudioBuffer(audioBuffer: AudioBuffer): void;
-        updateOptions(options: any): void;
-        private _createSpatialParameters();
-        private _updateSpatialParameters();
-        switchPanningModelToHRTF(): void;
-        switchPanningModelToEqualPower(): void;
-        private _switchPanningModel();
-        connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
-        /**
-        * Transform this sound into a directional source
-        * @param coneInnerAngle Size of the inner cone in degree
-        * @param coneOuterAngle Size of the outer cone in degree
-        * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
-        */
-        setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
-        setPosition(newPosition: Vector3): void;
-        setLocalDirectionToMesh(newLocalDirection: Vector3): void;
-        private _updateDirection();
-        updateDistanceFromListener(): void;
-        setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
-        /**
-        * Play the sound
-        * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
-        * @param offset (optional) Start the sound setting it at a specific time
-        */
-        play(time?: number, offset?: number): void;
-        private _onended();
-        /**
-        * Stop the sound
-        * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
-        */
-        stop(time?: number): void;
-        pause(): void;
-        setVolume(newVolume: number, time?: number): void;
-        setPlaybackRate(newPlaybackRate: number): void;
-        getVolume(): number;
-        attachToMesh(meshToConnectTo: AbstractMesh): void;
-        detachFromMesh(): void;
-        private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
-        clone(): Sound;
-        getAudioBuffer(): AudioBuffer;
-        serialize(): any;
-        static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
-    }
-}
-
-declare module BABYLON {
-    class SoundTrack {
-        private _outputAudioNode;
-        private _inputAudioNode;
-        private _trackConvolver;
-        private _scene;
-        id: number;
-        soundCollection: Array<Sound>;
-        private _isMainTrack;
-        private _connectedAnalyser;
-        private _options;
-        private _isInitialized;
-        constructor(scene: Scene, options?: any);
-        private _initializeSoundTrackAudioGraph();
-        dispose(): void;
-        AddSound(sound: Sound): void;
-        RemoveSound(sound: Sound): void;
-        setVolume(newVolume: number): void;
-        switchPanningModelToHRTF(): void;
-        switchPanningModelToEqualPower(): void;
-        connectToAnalyser(analyser: Analyser): void;
-    }
-}
-
-declare module BABYLON {
-    interface Behavior<T extends Node> {
-        name: string;
-        attach(node: T): void;
-        detach(node: T): void;
-    }
-}
-
-declare module BABYLON {
-    class Bone extends Node {
+    class Bone extends Node {
         name: string;
         name: string;
         private static _tmpVecs;
         private static _tmpVecs;
         private static _tmpQuat;
         private static _tmpQuat;
@@ -3459,6 +3459,124 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class BoundingBox implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        vectors: Vector3[];
+        center: Vector3;
+        centerWorld: Vector3;
+        extendSize: Vector3;
+        extendSizeWorld: Vector3;
+        directions: Vector3[];
+        vectorsWorld: Vector3[];
+        minimumWorld: Vector3;
+        maximumWorld: Vector3;
+        private _worldMatrix;
+        constructor(minimum: Vector3, maximum: Vector3);
+        getWorldMatrix(): Matrix;
+        setWorldMatrix(matrix: Matrix): BoundingBox;
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsMinMax(min: Vector3, max: Vector3): boolean;
+        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
+        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
+        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
+    }
+}
+
+declare module BABYLON {
+    interface ICullable {
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+    }
+    class BoundingInfo implements ICullable {
+        minimum: Vector3;
+        maximum: Vector3;
+        boundingBox: BoundingBox;
+        boundingSphere: BoundingSphere;
+        private _isLocked;
+        constructor(minimum: Vector3, maximum: Vector3);
+        isLocked: boolean;
+        update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        /**
+         * Gets the world distance between the min and max points of the bounding box
+         */
+        readonly diagonalLength: number;
+        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
+        _checkCollision(collider: Collider): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
+    }
+}
+
+declare module BABYLON {
+    class BoundingSphere {
+        minimum: Vector3;
+        maximum: Vector3;
+        center: Vector3;
+        radius: number;
+        centerWorld: Vector3;
+        radiusWorld: number;
+        private _tempRadiusVector;
+        constructor(minimum: Vector3, maximum: Vector3);
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        intersectsPoint(point: Vector3): boolean;
+        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
+    }
+}
+
+declare module BABYLON {
+    class Ray {
+        origin: Vector3;
+        direction: Vector3;
+        length: number;
+        private _edge1;
+        private _edge2;
+        private _pvec;
+        private _tvec;
+        private _qvec;
+        private _tmpRay;
+        private _rayHelper;
+        constructor(origin: Vector3, direction: Vector3, length?: number);
+        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
+        intersectsBox(box: BoundingBox): boolean;
+        intersectsSphere(sphere: BoundingSphere): boolean;
+        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
+        intersectsPlane(plane: Plane): number;
+        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
+        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
+        private _comparePickingInfo(pickingInfoA, pickingInfoB);
+        private static smallnum;
+        private static rayl;
+        /**
+         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
+         * @param sega the first point of the segment to test the intersection against
+         * @param segb the second point of the segment to test the intersection against
+         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
+         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
+         */
+        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
+        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
+        /**
+        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
+        * transformed to the given world matrix.
+        * @param origin The origin point
+        * @param end The end point
+        * @param world a matrix to transform the ray to. Default is the identity matrix.
+        */
+        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
+        static Transform(ray: Ray, matrix: Matrix): Ray;
+        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
+    }
+}
+
+declare module BABYLON {
     class Collider {
     class Collider {
         radius: Vector3;
         radius: Vector3;
         retry: number;
         retry: number;
@@ -3702,124 +3820,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class BoundingBox implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        vectors: Vector3[];
-        center: Vector3;
-        centerWorld: Vector3;
-        extendSize: Vector3;
-        extendSizeWorld: Vector3;
-        directions: Vector3[];
-        vectorsWorld: Vector3[];
-        minimumWorld: Vector3;
-        maximumWorld: Vector3;
-        private _worldMatrix;
-        constructor(minimum: Vector3, maximum: Vector3);
-        getWorldMatrix(): Matrix;
-        setWorldMatrix(matrix: Matrix): BoundingBox;
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsMinMax(min: Vector3, max: Vector3): boolean;
-        static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
-        static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
-        static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-        static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
-    }
-}
-
-declare module BABYLON {
-    interface ICullable {
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-    }
-    class BoundingInfo implements ICullable {
-        minimum: Vector3;
-        maximum: Vector3;
-        boundingBox: BoundingBox;
-        boundingSphere: BoundingSphere;
-        private _isLocked;
-        constructor(minimum: Vector3, maximum: Vector3);
-        isLocked: boolean;
-        update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        /**
-         * Gets the world distance between the min and max points of the bounding box
-         */
-        readonly diagonalLength: number;
-        isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
-        _checkCollision(collider: Collider): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
-    }
-}
-
-declare module BABYLON {
-    class BoundingSphere {
-        minimum: Vector3;
-        maximum: Vector3;
-        center: Vector3;
-        radius: number;
-        centerWorld: Vector3;
-        radiusWorld: number;
-        private _tempRadiusVector;
-        constructor(minimum: Vector3, maximum: Vector3);
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        intersectsPoint(point: Vector3): boolean;
-        static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
-    }
-}
-
-declare module BABYLON {
-    class Ray {
-        origin: Vector3;
-        direction: Vector3;
-        length: number;
-        private _edge1;
-        private _edge2;
-        private _pvec;
-        private _tvec;
-        private _qvec;
-        private _tmpRay;
-        private _rayHelper;
-        constructor(origin: Vector3, direction: Vector3, length?: number);
-        intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
-        intersectsBox(box: BoundingBox): boolean;
-        intersectsSphere(sphere: BoundingSphere): boolean;
-        intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
-        intersectsPlane(plane: Plane): number;
-        intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
-        intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
-        private _comparePickingInfo(pickingInfoA, pickingInfoB);
-        private static smallnum;
-        private static rayl;
-        /**
-         * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
-         * @param sega the first point of the segment to test the intersection against
-         * @param segb the second point of the segment to test the intersection against
-         * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
-         * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
-         */
-        intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
-        static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
-        /**
-        * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
-        * transformed to the given world matrix.
-        * @param origin The origin point
-        * @param end The end point
-        * @param world a matrix to transform the ray to. Default is the identity matrix.
-        */
-        static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
-        static Transform(ray: Ray, matrix: Matrix): Ray;
-        static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
-    }
-}
-
-declare module BABYLON {
     class ArcRotateCamera extends TargetCamera {
     class ArcRotateCamera extends TargetCamera {
         alpha: number;
         alpha: number;
         beta: number;
         beta: number;
@@ -15984,6 +15984,157 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
+    class VRCameraMetrics {
+        hResolution: number;
+        vResolution: number;
+        hScreenSize: number;
+        vScreenSize: number;
+        vScreenCenter: number;
+        eyeToScreenDistance: number;
+        lensSeparationDistance: number;
+        interpupillaryDistance: number;
+        distortionK: number[];
+        chromaAbCorrection: number[];
+        postProcessScaleFactor: number;
+        lensCenterOffset: number;
+        compensateDistortion: boolean;
+        readonly aspectRatio: number;
+        readonly aspectRatioFov: number;
+        readonly leftHMatrix: Matrix;
+        readonly rightHMatrix: Matrix;
+        readonly leftPreViewMatrix: Matrix;
+        readonly rightPreViewMatrix: Matrix;
+        static GetDefault(): VRCameraMetrics;
+    }
+}
+
+declare module BABYLON {
+    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
+        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
+        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
+        getClassName(): string;
+    }
+}
+
+declare module BABYLON {
+    class VRExperienceHelper {
+        private webVROptions;
+        private _scene;
+        private _position;
+        private _btnVR;
+        private _webVRsupportedAndReady;
+        private _canvas;
+        private _isInVRMode;
+        constructor(scene: Scene, webVROptions?: WebVROptions);
+        enterVR(): void;
+        exitVR(): void;
+        position: Vector3;
+        dispose(): void;
+        getClassName(): string;
+    }
+}
+
+declare var HMDVRDevice: any;
+declare var VRDisplay: any;
+declare var VRFrameData: any;
+declare module BABYLON {
+    /**
+     * This is a copy of VRPose.
+     * IMPORTANT!! The data is right-hand data.
+     * @export
+     * @interface DevicePose
+     */
+    interface DevicePose {
+        readonly position?: Float32Array;
+        readonly linearVelocity?: Float32Array;
+        readonly linearAcceleration?: Float32Array;
+        readonly orientation?: Float32Array;
+        readonly angularVelocity?: Float32Array;
+        readonly angularAcceleration?: Float32Array;
+    }
+    interface PoseControlled {
+        position: Vector3;
+        rotationQuaternion: Quaternion;
+        devicePosition?: Vector3;
+        deviceRotationQuaternion: Quaternion;
+        rawPose: DevicePose;
+        deviceScaleFactor: number;
+        updateFromDevice(poseData: DevicePose): any;
+    }
+    interface WebVROptions {
+        trackPosition?: boolean;
+        positionScale?: number;
+        displayName?: string;
+        controllerMeshes?: boolean;
+        defaultLightningOnControllers?: boolean;
+    }
+    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
+        private webVROptions;
+        _vrDevice: any;
+        rawPose: DevicePose;
+        private _vrEnabled;
+        private _specsVersion;
+        private _attached;
+        private _oldSize;
+        private _oldHardwareScaleFactor;
+        private _frameData;
+        private _quaternionCache;
+        private _positionOffset;
+        protected _descendants: Array<Node>;
+        devicePosition: Vector3;
+        deviceRotationQuaternion: any;
+        deviceScaleFactor: number;
+        controllers: Array<WebVRController>;
+        nonVRControllers: Array<Gamepad>;
+        private _onControllersAttached;
+        private _onNonVRControllerAttached;
+        rigParenting: boolean;
+        private _lightOnControllers;
+        constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
+        onControllersAttached: (controllers: Array<WebVRController>) => void;
+        onNonVRControllerAttached: (controller: Gamepad) => void;
+        getControllerByName(name: string): WebVRController;
+        private _leftController;
+        readonly leftController: WebVRController;
+        private _rightController;
+        readonly rightController: WebVRController;
+        getForwardRay(length?: number): Ray;
+        _checkInputs(): void;
+        updateFromDevice(poseData: DevicePose): void;
+        /**
+         * WebVR's attach control will start broadcasting frames to the device.
+         * Note that in certain browsers (chrome for example) this function must be called
+         * within a user-interaction callback. Example:
+         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
+         *
+         * @param {HTMLElement} element
+         * @param {boolean} [noPreventDefault]
+         *
+         * @memberOf WebVRFreeCamera
+         */
+        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
+        detachControl(element: HTMLElement): void;
+        getClassName(): string;
+        resetToCurrentRotation(): void;
+        _updateRigCameras(): void;
+        /**
+         * This function is called by the two RIG cameras.
+         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
+         */
+        protected _getWebVRViewMatrix(): Matrix;
+        protected _getWebVRProjectionMatrix(): Matrix;
+        initControllers(): void;
+    }
+}
+
+declare module BABYLON {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
     class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
         camera: ArcRotateCamera;
         camera: ArcRotateCamera;
         gamepad: Gamepad;
         gamepad: Gamepad;
@@ -16192,157 +16343,6 @@ declare module BABYLON {
 }
 }
 
 
 declare module BABYLON {
 declare module BABYLON {
-    class VRCameraMetrics {
-        hResolution: number;
-        vResolution: number;
-        hScreenSize: number;
-        vScreenSize: number;
-        vScreenCenter: number;
-        eyeToScreenDistance: number;
-        lensSeparationDistance: number;
-        interpupillaryDistance: number;
-        distortionK: number[];
-        chromaAbCorrection: number[];
-        postProcessScaleFactor: number;
-        lensCenterOffset: number;
-        compensateDistortion: boolean;
-        readonly aspectRatio: number;
-        readonly aspectRatioFov: number;
-        readonly leftHMatrix: Matrix;
-        readonly rightHMatrix: Matrix;
-        readonly leftPreViewMatrix: Matrix;
-        readonly rightPreViewMatrix: Matrix;
-        static GetDefault(): VRCameraMetrics;
-    }
-}
-
-declare module BABYLON {
-    class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
-        constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-    class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
-        constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
-        getClassName(): string;
-    }
-}
-
-declare module BABYLON {
-    class VRExperienceHelper {
-        private webVROptions;
-        private _scene;
-        private _position;
-        private _btnVR;
-        private _webVRsupportedAndReady;
-        private _canvas;
-        private _isInVRMode;
-        constructor(scene: Scene, webVROptions?: WebVROptions);
-        enterVR(): void;
-        exitVR(): void;
-        position: Vector3;
-        dispose(): void;
-        getClassName(): string;
-    }
-}
-
-declare var HMDVRDevice: any;
-declare var VRDisplay: any;
-declare var VRFrameData: any;
-declare module BABYLON {
-    /**
-     * This is a copy of VRPose.
-     * IMPORTANT!! The data is right-hand data.
-     * @export
-     * @interface DevicePose
-     */
-    interface DevicePose {
-        readonly position?: Float32Array;
-        readonly linearVelocity?: Float32Array;
-        readonly linearAcceleration?: Float32Array;
-        readonly orientation?: Float32Array;
-        readonly angularVelocity?: Float32Array;
-        readonly angularAcceleration?: Float32Array;
-    }
-    interface PoseControlled {
-        position: Vector3;
-        rotationQuaternion: Quaternion;
-        devicePosition?: Vector3;
-        deviceRotationQuaternion: Quaternion;
-        rawPose: DevicePose;
-        deviceScaleFactor: number;
-        updateFromDevice(poseData: DevicePose): any;
-    }
-    interface WebVROptions {
-        trackPosition?: boolean;
-        positionScale?: number;
-        displayName?: string;
-        controllerMeshes?: boolean;
-        defaultLightningOnControllers?: boolean;
-    }
-    class WebVRFreeCamera extends FreeCamera implements PoseControlled {
-        private webVROptions;
-        _vrDevice: any;
-        rawPose: DevicePose;
-        private _vrEnabled;
-        private _specsVersion;
-        private _attached;
-        private _oldSize;
-        private _oldHardwareScaleFactor;
-        private _frameData;
-        private _quaternionCache;
-        private _positionOffset;
-        protected _descendants: Array<Node>;
-        devicePosition: Vector3;
-        deviceRotationQuaternion: any;
-        deviceScaleFactor: number;
-        controllers: Array<WebVRController>;
-        nonVRControllers: Array<Gamepad>;
-        private _onControllersAttached;
-        private _onNonVRControllerAttached;
-        rigParenting: boolean;
-        private _lightOnControllers;
-        constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
-        onControllersAttached: (controllers: Array<WebVRController>) => void;
-        onNonVRControllerAttached: (controller: Gamepad) => void;
-        getControllerByName(name: string): WebVRController;
-        private _leftController;
-        readonly leftController: WebVRController;
-        private _rightController;
-        readonly rightController: WebVRController;
-        getForwardRay(length?: number): Ray;
-        _checkInputs(): void;
-        updateFromDevice(poseData: DevicePose): void;
-        /**
-         * WebVR's attach control will start broadcasting frames to the device.
-         * Note that in certain browsers (chrome for example) this function must be called
-         * within a user-interaction callback. Example:
-         * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
-         *
-         * @param {HTMLElement} element
-         * @param {boolean} [noPreventDefault]
-         *
-         * @memberOf WebVRFreeCamera
-         */
-        attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
-        detachControl(element: HTMLElement): void;
-        getClassName(): string;
-        resetToCurrentRotation(): void;
-        _updateRigCameras(): void;
-        /**
-         * This function is called by the two RIG cameras.
-         * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
-         */
-        protected _getWebVRViewMatrix(): Matrix;
-        protected _getWebVRProjectionMatrix(): Matrix;
-        initControllers(): void;
-    }
-}
-
-declare module BABYLON {
     /**
     /**
      * Interface to implement to create a shadow generator compatible with BJS.
      * Interface to implement to create a shadow generator compatible with BJS.
      */
      */

+ 2 - 0
src/Materials/PBR/babylon.pbrBaseMaterial.ts

@@ -701,10 +701,12 @@
                                 return false;
                                 return false;
                             }
                             }
 
 
+                            defines.METALLICWORKFLOW = false;
                             MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
                             MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
                             defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
                             defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
                             defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
                             defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
                         } else {
                         } else {
+                            defines.METALLICWORKFLOW = false;
                             defines.REFLECTIVITY = false;
                             defines.REFLECTIVITY = false;
                         }
                         }
 
 

+ 8 - 0
src/babylon.engine.ts

@@ -3681,6 +3681,10 @@
 
 
         private _prepareWebGLTextureContinuation(texture: WebGLTexture, scene: Scene, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void {
         private _prepareWebGLTextureContinuation(texture: WebGLTexture, scene: Scene, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void {
             var gl = this._gl;
             var gl = this._gl;
+            if (!gl) {
+                return;
+            }
+
             var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
             var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
 
 
             gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
             gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
@@ -3707,6 +3711,10 @@
             var potHeight = this.needPOTTextures ? Tools.GetExponentOfTwo(height, this.getCaps().maxTextureSize) : height;
             var potHeight = this.needPOTTextures ? Tools.GetExponentOfTwo(height, this.getCaps().maxTextureSize) : height;
 
 
             var gl = this._gl;
             var gl = this._gl;
+            if (!gl) {
+                return;
+            }
+
             this._bindTextureDirectly(gl.TEXTURE_2D, texture);
             this._bindTextureDirectly(gl.TEXTURE_2D, texture);
             gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
             gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));