Sebastien Vandenberghe 8 anni fa
parent
commit
9cc2b3311e

+ 4 - 2
Tools/Gulp/config.json

@@ -26,10 +26,12 @@
         "minimal": ["standardMaterial", "freeCamera", "hemisphericLight"],
         "minimalWithBuilder": ["meshBuilder", "standardMaterial", "freeCamera", "hemisphericLight"],
         "minimalViewer": [
-                "meshBuilder", "animations", "arcRotateCamera", "additionalTextures", "textureFormats", "debug",
+                "animations", "arcRotateCamera", "additionalTextures", "textureFormats",
                 "shadows", "pointLight", "directionalLight", "spotLight",
                 "multiMaterial", "pbrMaterial",
-                "additionalPostProcess_blur", "additionalPostProcess_fxaa", "additionalPostProcess_highlights", "additionalPostProcess_imageProcessing", "colorCurves", "defaultRenderingPipeline"
+                "meshBuilder", "layer",
+                "additionalPostProcess_blur", "additionalPostProcess_fxaa", "additionalPostProcess_highlights", "additionalPostProcess_imageProcessing", "colorCurves", "defaultRenderingPipeline",
+                "debug"
         ],
         "distributed": ["minimalViewer"]
     },

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+ 3547 - 3546
dist/preview release/customConfigurations/minimalViewer/babylon.d.ts


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+ 23 - 24
dist/preview release/customConfigurations/minimalViewer/babylon.js


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+ 11181 - 11042
dist/preview release/customConfigurations/minimalViewer/babylon.max.js


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+ 3547 - 3546
dist/preview release/customConfigurations/minimalViewer/babylon.module.d.ts


+ 5 - 2
src/Lights/Shadows/babylon.shadowGenerator.ts

@@ -282,6 +282,7 @@
         private _currentFaceIndexCache = 0;
         private _textureType: number;
         private _isCube = false;
+        private _defaultTextureMatrix = Matrix.Identity();
 
         /**
          * Creates a ShadowGenerator object.  
@@ -445,8 +446,10 @@
                 // Alpha test
                 if (material && material.needAlphaTesting()) {
                     var alphaTexture = material.getAlphaTestTexture();
-                    this._effect.setTexture("diffuseSampler", alphaTexture);
-                    this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
+                    if (alphaTexture) {
+                        this._effect.setTexture("diffuseSampler", alphaTexture);
+                        this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
+                    }
                 }
 
                 // Bones