瀏覽代碼

PbrSmallFix

Sebastien Vandenberghe 8 年之前
父節點
當前提交
9fa062ecb0

文件差異過大導致無法顯示
+ 772 - 764
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts


文件差異過大導致無法顯示
+ 7 - 7
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js


+ 16 - 0
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js

@@ -37267,6 +37267,14 @@ var BABYLON;
              */
             _this.useAlphaFromAlbedoTexture = false;
             /**
+             * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
+             */
+            _this.forceAlphaTest = false;
+            /**
+             * Defines the alpha limits in alpha test mode.
+             */
+            _this.alphaCutOff = 0.4;
+            /**
              * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
              * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
              */
@@ -37767,6 +37775,14 @@ var BABYLON;
     __decorate([
         BABYLON.serialize(),
         BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
+    ], PBRMaterial.prototype, "forceAlphaTest", void 0);
+    __decorate([
+        BABYLON.serialize(),
+        BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
+    ], PBRMaterial.prototype, "alphaCutOff", void 0);
+    __decorate([
+        BABYLON.serialize(),
+        BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
     ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
     __decorate([
         BABYLON.serialize(),

文件差異過大導致無法顯示
+ 772 - 764
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.module.d.ts


+ 14 - 0
src/Materials/PBR/babylon.pbrMaterial.ts

@@ -227,6 +227,20 @@
         @serialize()
         @expandToProperty("_markAllSubMeshesAsTexturesDirty")
         public useAlphaFromAlbedoTexture = false;
+
+        /**
+         * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
+         */
+        @serialize()
+        @expandToProperty("_markAllSubMeshesAsTexturesDirty")
+        public forceAlphaTest = false;
+
+        /**
+         * Defines the alpha limits in alpha test mode.
+         */
+        @serialize()
+        @expandToProperty("_markAllSubMeshesAsTexturesDirty")
+        public alphaCutOff = 0.4;
         
         /**
          * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).