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Fixing glossinessmap

David catuhe 10 年之前
父节点
当前提交
a0ae371d60
共有 100 个文件被更改,包括 336 次插入431 次删除
  1. 333 333
      dist/preview release - beta/babylon.2.2.d.ts
  2. 1 1
      dist/preview release - beta/babylon.2.2.js
  3. 1 1
      dist/preview release - beta/babylon.2.2.max.js
  4. 1 1
      dist/preview release - beta/babylon.2.2.noworker.js
  5. 0 1
      src/Actions/babylon.action.js
  6. 0 1
      src/Actions/babylon.actionManager.js
  7. 0 1
      src/Actions/babylon.condition.js
  8. 0 1
      src/Actions/babylon.directActions.js
  9. 0 1
      src/Actions/babylon.interpolateValueAction.js
  10. 0 1
      src/Animations/babylon.animatable.js
  11. 0 1
      src/Animations/babylon.animation.js
  12. 0 1
      src/Animations/babylon.easing.js
  13. 0 1
      src/Audio/babylon.analyser.js
  14. 0 1
      src/Audio/babylon.audioEngine.js
  15. 0 1
      src/Audio/babylon.sound.js
  16. 0 1
      src/Audio/babylon.soundtrack.js
  17. 0 1
      src/Bones/babylon.bone.js
  18. 0 1
      src/Bones/babylon.skeleton.js
  19. 0 1
      src/Cameras/VR/babylon.vrDeviceOrientationCamera.js
  20. 0 1
      src/Cameras/VR/babylon.webVRCamera.js
  21. 0 1
      src/Cameras/babylon.arcRotateCamera.js
  22. 0 1
      src/Cameras/babylon.camera.js
  23. 0 1
      src/Cameras/babylon.deviceOrientationCamera.js
  24. 0 1
      src/Cameras/babylon.followCamera.js
  25. 0 1
      src/Cameras/babylon.freeCamera.js
  26. 0 1
      src/Cameras/babylon.gamepadCamera.js
  27. 0 1
      src/Cameras/babylon.stereoscopicCameras.js
  28. 0 1
      src/Cameras/babylon.targetCamera.js
  29. 0 1
      src/Cameras/babylon.touchCamera.js
  30. 0 1
      src/Cameras/babylon.virtualJoysticksCamera.js
  31. 0 1
      src/Collisions/babylon.collider.js
  32. 0 1
      src/Collisions/babylon.collisionCoordinator.js
  33. 0 1
      src/Collisions/babylon.collisionWorker.js
  34. 0 1
      src/Collisions/babylon.pickingInfo.js
  35. 0 1
      src/Culling/Octrees/babylon.octree.js
  36. 0 1
      src/Culling/Octrees/babylon.octreeBlock.js
  37. 0 1
      src/Culling/babylon.boundingBox.js
  38. 0 1
      src/Culling/babylon.boundingInfo.js
  39. 0 1
      src/Culling/babylon.boundingSphere.js
  40. 0 1
      src/Debug/babylon.debugLayer.js
  41. 0 1
      src/Layer/babylon.layer.js
  42. 0 1
      src/LensFlare/babylon.lensFlare.js
  43. 0 1
      src/LensFlare/babylon.lensFlareSystem.js
  44. 0 1
      src/Lights/Shadows/babylon.shadowGenerator.js
  45. 0 1
      src/Lights/babylon.directionalLight.js
  46. 0 1
      src/Lights/babylon.hemisphericLight.js
  47. 0 1
      src/Lights/babylon.light.js
  48. 0 1
      src/Lights/babylon.pointLight.js
  49. 0 1
      src/Lights/babylon.spotLight.js
  50. 0 1
      src/Loading/Plugins/babylon.babylonFileLoader.js
  51. 0 1
      src/Loading/babylon.sceneLoader.js
  52. 0 1
      src/Materials/Textures/Procedurals/babylon.customProceduralTexture.js
  53. 0 1
      src/Materials/Textures/Procedurals/babylon.proceduralTexture.js
  54. 0 1
      src/Materials/Textures/Procedurals/babylon.standardProceduralTexture.js
  55. 0 1
      src/Materials/Textures/babylon.baseTexture.js
  56. 0 1
      src/Materials/Textures/babylon.cubeTexture.js
  57. 0 1
      src/Materials/Textures/babylon.dynamicTexture.js
  58. 0 1
      src/Materials/Textures/babylon.mirrorTexture.js
  59. 0 1
      src/Materials/Textures/babylon.rawTexture.js
  60. 0 1
      src/Materials/Textures/babylon.renderTargetTexture.js
  61. 0 1
      src/Materials/Textures/babylon.texture.js
  62. 0 1
      src/Materials/Textures/babylon.videoTexture.js
  63. 0 1
      src/Materials/babylon.effect.js
  64. 0 1
      src/Materials/babylon.material.js
  65. 0 1
      src/Materials/babylon.multiMaterial.js
  66. 0 1
      src/Materials/babylon.shaderMaterial.js
  67. 0 1
      src/Materials/babylon.standardMaterial.js
  68. 0 1
      src/Math/babylon.math.js
  69. 0 1
      src/Mesh/babylon.abstractMesh.js
  70. 0 1
      src/Mesh/babylon.csg.js
  71. 0 1
      src/Mesh/babylon.geometry.js
  72. 0 1
      src/Mesh/babylon.groundMesh.js
  73. 0 1
      src/Mesh/babylon.instancedMesh.js
  74. 0 1
      src/Mesh/babylon.linesMesh.js
  75. 0 1
      src/Mesh/babylon.mesh.js
  76. 0 1
      src/Mesh/babylon.mesh.vertexData.js
  77. 0 1
      src/Mesh/babylon.meshLODLevel.js
  78. 0 1
      src/Mesh/babylon.meshSimplification.js
  79. 0 1
      src/Mesh/babylon.polygonMesh.js
  80. 0 1
      src/Mesh/babylon.subMesh.js
  81. 0 1
      src/Mesh/babylon.vertexBuffer.js
  82. 0 1
      src/Particles/babylon.particle.js
  83. 0 1
      src/Particles/babylon.particleSystem.js
  84. 0 1
      src/Physics/Plugins/babylon.cannonJSPlugin.js
  85. 0 1
      src/Physics/Plugins/babylon.oimoJSPlugin.js
  86. 0 1
      src/Physics/babylon.physicsEngine.js
  87. 0 1
      src/PostProcess/RenderPipeline/babylon.postProcessRenderEffect.js
  88. 0 1
      src/PostProcess/RenderPipeline/babylon.postProcessRenderPass.js
  89. 0 1
      src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.js
  90. 0 1
      src/PostProcess/RenderPipeline/babylon.postProcessRenderPipelineManager.js
  91. 0 1
      src/PostProcess/babylon.anaglyphPostProcess.js
  92. 0 1
      src/PostProcess/babylon.blackAndWhitePostProcess.js
  93. 0 1
      src/PostProcess/babylon.blurPostProcess.js
  94. 0 1
      src/PostProcess/babylon.colorCorrectionPostProcess.js
  95. 0 1
      src/PostProcess/babylon.convolutionPostProcess.js
  96. 0 1
      src/PostProcess/babylon.displayPassPostProcess.js
  97. 0 1
      src/PostProcess/babylon.filterPostProcess.js
  98. 0 1
      src/PostProcess/babylon.fxaaPostProcess.js
  99. 0 1
      src/PostProcess/babylon.hdrRenderingPipeline.js
  100. 0 0
      src/PostProcess/babylon.lensRenderingPipeline.js

+ 333 - 333
dist/preview release - beta/babylon.2.2.d.ts

@@ -1915,66 +1915,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class BoundingBox {
-        minimum: Vector3;
-        maximum: Vector3;
-        vectors: Vector3[];
-        center: Vector3;
-        extendSize: Vector3;
-        directions: Vector3[];
-        vectorsWorld: Vector3[];
-        minimumWorld: Vector3;
-        maximumWorld: Vector3;
-        private _worldMatrix;
-        constructor(minimum: Vector3, maximum: Vector3);
-        getWorldMatrix(): Matrix;
-        _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 {
-    class BoundingInfo {
-        minimum: Vector3;
-        maximum: Vector3;
-        boundingBox: BoundingBox;
-        boundingSphere: BoundingSphere;
-        constructor(minimum: Vector3, maximum: Vector3);
-        _update(world: Matrix): void;
-        isInFrustum(frustumPlanes: Plane[]): boolean;
-        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 Collider {
         radius: Vector3;
         retry: number;
@@ -2213,21 +2153,62 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class Layer {
-        name: string;
-        texture: Texture;
-        isBackground: boolean;
-        color: Color4;
-        onDispose: () => void;
-        private _scene;
-        private _vertexDeclaration;
-        private _vertexStrideSize;
-        private _vertexBuffer;
-        private _indexBuffer;
-        private _effect;
-        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
-        render(): void;
-        dispose(): void;
+    class BoundingBox {
+        minimum: Vector3;
+        maximum: Vector3;
+        vectors: Vector3[];
+        center: Vector3;
+        extendSize: Vector3;
+        directions: Vector3[];
+        vectorsWorld: Vector3[];
+        minimumWorld: Vector3;
+        maximumWorld: Vector3;
+        private _worldMatrix;
+        constructor(minimum: Vector3, maximum: Vector3);
+        getWorldMatrix(): Matrix;
+        _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 {
+    class BoundingInfo {
+        minimum: Vector3;
+        maximum: Vector3;
+        boundingBox: BoundingBox;
+        boundingSphere: BoundingSphere;
+        constructor(minimum: Vector3, maximum: Vector3);
+        _update(world: Matrix): void;
+        isInFrustum(frustumPlanes: Plane[]): boolean;
+        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;
     }
 }
 
@@ -2288,6 +2269,66 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class Layer {
+        name: string;
+        texture: Texture;
+        isBackground: boolean;
+        color: Color4;
+        onDispose: () => void;
+        private _scene;
+        private _vertexDeclaration;
+        private _vertexStrideSize;
+        private _vertexBuffer;
+        private _indexBuffer;
+        private _effect;
+        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
+        render(): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class LensFlare {
+        size: number;
+        position: number;
+        color: Color3;
+        texture: Texture;
+        private _system;
+        constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
+        dispose: () => void;
+    }
+}
+
+declare module BABYLON {
+    class LensFlareSystem {
+        name: string;
+        lensFlares: LensFlare[];
+        borderLimit: number;
+        meshesSelectionPredicate: (mesh: Mesh) => boolean;
+        private _scene;
+        private _emitter;
+        private _vertexDeclaration;
+        private _vertexStrideSize;
+        private _vertexBuffer;
+        private _indexBuffer;
+        private _effect;
+        private _positionX;
+        private _positionY;
+        private _isEnabled;
+        constructor(name: string, emitter: any, scene: Scene);
+        isEnabled: boolean;
+        getScene(): Scene;
+        getEmitter(): any;
+        setEmitter(newEmitter: any): void;
+        getEmitterPosition(): Vector3;
+        computeEffectivePosition(globalViewport: Viewport): boolean;
+        _isVisible(): boolean;
+        render(): boolean;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class DirectionalLight extends Light implements IShadowLight {
         direction: Vector3;
         position: Vector3;
@@ -2392,47 +2433,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class LensFlare {
-        size: number;
-        position: number;
-        color: Color3;
-        texture: Texture;
-        private _system;
-        constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
-        dispose: () => void;
-    }
-}
-
-declare module BABYLON {
-    class LensFlareSystem {
-        name: string;
-        lensFlares: LensFlare[];
-        borderLimit: number;
-        meshesSelectionPredicate: (mesh: Mesh) => boolean;
-        private _scene;
-        private _emitter;
-        private _vertexDeclaration;
-        private _vertexStrideSize;
-        private _vertexBuffer;
-        private _indexBuffer;
-        private _effect;
-        private _positionX;
-        private _positionY;
-        private _isEnabled;
-        constructor(name: string, emitter: any, scene: Scene);
-        isEnabled: boolean;
-        getScene(): Scene;
-        getEmitter(): any;
-        setEmitter(newEmitter: any): void;
-        getEmitterPosition(): Vector3;
-        computeEffectivePosition(globalViewport: Viewport): boolean;
-        _isVisible(): boolean;
-        render(): boolean;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     interface ISceneLoaderPlugin {
         extensions: string;
         importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
@@ -3199,30 +3199,122 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class AbstractMesh extends Node implements IDisposable {
-        private static _BILLBOARDMODE_NONE;
-        private static _BILLBOARDMODE_X;
-        private static _BILLBOARDMODE_Y;
-        private static _BILLBOARDMODE_Z;
-        private static _BILLBOARDMODE_ALL;
-        static BILLBOARDMODE_NONE: number;
-        static BILLBOARDMODE_X: number;
-        static BILLBOARDMODE_Y: number;
-        static BILLBOARDMODE_Z: number;
-        static BILLBOARDMODE_ALL: number;
-        definedFacingForward: boolean;
+    class Particle {
         position: Vector3;
-        rotation: Vector3;
-        rotationQuaternion: Quaternion;
-        scaling: Vector3;
-        billboardMode: number;
-        visibility: number;
-        alphaIndex: number;
-        infiniteDistance: boolean;
-        isVisible: boolean;
-        isPickable: boolean;
-        showBoundingBox: boolean;
-        showSubMeshesBoundingBox: boolean;
+        direction: Vector3;
+        color: Color4;
+        colorStep: Color4;
+        lifeTime: number;
+        age: number;
+        size: number;
+        angle: number;
+        angularSpeed: number;
+        copyTo(other: Particle): void;
+    }
+}
+
+declare module BABYLON {
+    class ParticleSystem implements IDisposable {
+        name: string;
+        static BLENDMODE_ONEONE: number;
+        static BLENDMODE_STANDARD: number;
+        id: string;
+        renderingGroupId: number;
+        emitter: any;
+        emitRate: number;
+        manualEmitCount: number;
+        updateSpeed: number;
+        targetStopDuration: number;
+        disposeOnStop: boolean;
+        minEmitPower: number;
+        maxEmitPower: number;
+        minLifeTime: number;
+        maxLifeTime: number;
+        minSize: number;
+        maxSize: number;
+        minAngularSpeed: number;
+        maxAngularSpeed: number;
+        particleTexture: Texture;
+        onDispose: () => void;
+        updateFunction: (particles: Particle[]) => void;
+        blendMode: number;
+        forceDepthWrite: boolean;
+        gravity: Vector3;
+        direction1: Vector3;
+        direction2: Vector3;
+        minEmitBox: Vector3;
+        maxEmitBox: Vector3;
+        color1: Color4;
+        color2: Color4;
+        colorDead: Color4;
+        textureMask: Color4;
+        startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
+        startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
+        private particles;
+        private _capacity;
+        private _scene;
+        private _vertexDeclaration;
+        private _vertexStrideSize;
+        private _stockParticles;
+        private _newPartsExcess;
+        private _vertexBuffer;
+        private _indexBuffer;
+        private _vertices;
+        private _effect;
+        private _customEffect;
+        private _cachedDefines;
+        private _scaledColorStep;
+        private _colorDiff;
+        private _scaledDirection;
+        private _scaledGravity;
+        private _currentRenderId;
+        private _alive;
+        private _started;
+        private _stopped;
+        private _actualFrame;
+        private _scaledUpdateSpeed;
+        constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
+        recycleParticle(particle: Particle): void;
+        getCapacity(): number;
+        isAlive(): boolean;
+        isStarted(): boolean;
+        start(): void;
+        stop(): void;
+        _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
+        private _update(newParticles);
+        private _getEffect();
+        animate(): void;
+        render(): number;
+        dispose(): void;
+        clone(name: string, newEmitter: any): ParticleSystem;
+    }
+}
+
+declare module BABYLON {
+    class AbstractMesh extends Node implements IDisposable {
+        private static _BILLBOARDMODE_NONE;
+        private static _BILLBOARDMODE_X;
+        private static _BILLBOARDMODE_Y;
+        private static _BILLBOARDMODE_Z;
+        private static _BILLBOARDMODE_ALL;
+        static BILLBOARDMODE_NONE: number;
+        static BILLBOARDMODE_X: number;
+        static BILLBOARDMODE_Y: number;
+        static BILLBOARDMODE_Z: number;
+        static BILLBOARDMODE_ALL: number;
+        definedFacingForward: boolean;
+        position: Vector3;
+        rotation: Vector3;
+        rotationQuaternion: Quaternion;
+        scaling: Vector3;
+        billboardMode: number;
+        visibility: number;
+        alphaIndex: number;
+        infiniteDistance: boolean;
+        isVisible: boolean;
+        isPickable: boolean;
+        showBoundingBox: boolean;
+        showSubMeshesBoundingBox: boolean;
         onDispose: any;
         isBlocker: boolean;
         skeleton: Skeleton;
@@ -4134,98 +4226,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class Particle {
-        position: Vector3;
-        direction: Vector3;
-        color: Color4;
-        colorStep: Color4;
-        lifeTime: number;
-        age: number;
-        size: number;
-        angle: number;
-        angularSpeed: number;
-        copyTo(other: Particle): void;
-    }
-}
-
-declare module BABYLON {
-    class ParticleSystem implements IDisposable {
-        name: string;
-        static BLENDMODE_ONEONE: number;
-        static BLENDMODE_STANDARD: number;
-        id: string;
-        renderingGroupId: number;
-        emitter: any;
-        emitRate: number;
-        manualEmitCount: number;
-        updateSpeed: number;
-        targetStopDuration: number;
-        disposeOnStop: boolean;
-        minEmitPower: number;
-        maxEmitPower: number;
-        minLifeTime: number;
-        maxLifeTime: number;
-        minSize: number;
-        maxSize: number;
-        minAngularSpeed: number;
-        maxAngularSpeed: number;
-        particleTexture: Texture;
-        onDispose: () => void;
-        updateFunction: (particles: Particle[]) => void;
-        blendMode: number;
-        forceDepthWrite: boolean;
-        gravity: Vector3;
-        direction1: Vector3;
-        direction2: Vector3;
-        minEmitBox: Vector3;
-        maxEmitBox: Vector3;
-        color1: Color4;
-        color2: Color4;
-        colorDead: Color4;
-        textureMask: Color4;
-        startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
-        startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
-        private particles;
-        private _capacity;
-        private _scene;
-        private _vertexDeclaration;
-        private _vertexStrideSize;
-        private _stockParticles;
-        private _newPartsExcess;
-        private _vertexBuffer;
-        private _indexBuffer;
-        private _vertices;
-        private _effect;
-        private _customEffect;
-        private _cachedDefines;
-        private _scaledColorStep;
-        private _colorDiff;
-        private _scaledDirection;
-        private _scaledGravity;
-        private _currentRenderId;
-        private _alive;
-        private _started;
-        private _stopped;
-        private _actualFrame;
-        private _scaledUpdateSpeed;
-        constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
-        recycleParticle(particle: Particle): void;
-        getCapacity(): number;
-        isAlive(): boolean;
-        isStarted(): boolean;
-        start(): void;
-        stop(): void;
-        _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
-        private _update(newParticles);
-        private _getEffect();
-        animate(): void;
-        render(): number;
-        dispose(): void;
-        clone(name: string, newEmitter: any): ParticleSystem;
-    }
-}
-
-declare module BABYLON {
     interface IPhysicsEnginePlugin {
         initialize(iterations?: number): any;
         setGravity(gravity: Vector3): void;
@@ -4277,6 +4277,108 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class BoundingBoxRenderer {
+        frontColor: Color3;
+        backColor: Color3;
+        showBackLines: boolean;
+        renderList: SmartArray<BoundingBox>;
+        private _scene;
+        private _colorShader;
+        private _vb;
+        private _ib;
+        constructor(scene: Scene);
+        private _prepareRessources();
+        reset(): void;
+        render(): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class DepthRenderer {
+        private _scene;
+        private _depthMap;
+        private _effect;
+        private _viewMatrix;
+        private _projectionMatrix;
+        private _transformMatrix;
+        private _worldViewProjection;
+        private _cachedDefines;
+        constructor(scene: Scene, type?: number);
+        isReady(subMesh: SubMesh, useInstances: boolean): boolean;
+        getDepthMap(): RenderTargetTexture;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class EdgesRenderer {
+        private _source;
+        private _linesPositions;
+        private _linesNormals;
+        private _linesIndices;
+        private _epsilon;
+        private _indicesCount;
+        private _lineShader;
+        private _vb0;
+        private _vb1;
+        private _ib;
+        private _buffers;
+        private _checkVerticesInsteadOfIndices;
+        constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
+        private _prepareRessources();
+        dispose(): void;
+        private _processEdgeForAdjacencies(pa, pb, p0, p1, p2);
+        private _processEdgeForAdjacenciesWithVertices(pa, pb, p0, p1, p2);
+        private _checkEdge(faceIndex, edge, faceNormals, p0, p1);
+        _generateEdgesLines(): void;
+        render(): void;
+    }
+}
+
+declare module BABYLON {
+    class OutlineRenderer {
+        private _scene;
+        private _effect;
+        private _cachedDefines;
+        constructor(scene: Scene);
+        render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
+        isReady(subMesh: SubMesh, useInstances: boolean): boolean;
+    }
+}
+
+declare module BABYLON {
+    class RenderingGroup {
+        index: number;
+        private _scene;
+        private _opaqueSubMeshes;
+        private _transparentSubMeshes;
+        private _alphaTestSubMeshes;
+        private _activeVertices;
+        constructor(index: number, scene: Scene);
+        render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void): boolean;
+        prepare(): void;
+        dispatch(subMesh: SubMesh): void;
+    }
+}
+
+declare module BABYLON {
+    class RenderingManager {
+        static MAX_RENDERINGGROUPS: number;
+        private _scene;
+        private _renderingGroups;
+        private _depthBufferAlreadyCleaned;
+        constructor(scene: Scene);
+        private _renderParticles(index, activeMeshes);
+        private _renderSprites(index);
+        private _clearDepthBuffer();
+        render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
+        reset(): void;
+        dispatch(subMesh: SubMesh): void;
+    }
+}
+
+declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
         constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
     }
@@ -4830,108 +4932,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class BoundingBoxRenderer {
-        frontColor: Color3;
-        backColor: Color3;
-        showBackLines: boolean;
-        renderList: SmartArray<BoundingBox>;
-        private _scene;
-        private _colorShader;
-        private _vb;
-        private _ib;
-        constructor(scene: Scene);
-        private _prepareRessources();
-        reset(): void;
-        render(): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class DepthRenderer {
-        private _scene;
-        private _depthMap;
-        private _effect;
-        private _viewMatrix;
-        private _projectionMatrix;
-        private _transformMatrix;
-        private _worldViewProjection;
-        private _cachedDefines;
-        constructor(scene: Scene, type?: number);
-        isReady(subMesh: SubMesh, useInstances: boolean): boolean;
-        getDepthMap(): RenderTargetTexture;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class EdgesRenderer {
-        private _source;
-        private _linesPositions;
-        private _linesNormals;
-        private _linesIndices;
-        private _epsilon;
-        private _indicesCount;
-        private _lineShader;
-        private _vb0;
-        private _vb1;
-        private _ib;
-        private _buffers;
-        private _checkVerticesInsteadOfIndices;
-        constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
-        private _prepareRessources();
-        dispose(): void;
-        private _processEdgeForAdjacencies(pa, pb, p0, p1, p2);
-        private _processEdgeForAdjacenciesWithVertices(pa, pb, p0, p1, p2);
-        private _checkEdge(faceIndex, edge, faceNormals, p0, p1);
-        _generateEdgesLines(): void;
-        render(): void;
-    }
-}
-
-declare module BABYLON {
-    class OutlineRenderer {
-        private _scene;
-        private _effect;
-        private _cachedDefines;
-        constructor(scene: Scene);
-        render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
-        isReady(subMesh: SubMesh, useInstances: boolean): boolean;
-    }
-}
-
-declare module BABYLON {
-    class RenderingGroup {
-        index: number;
-        private _scene;
-        private _opaqueSubMeshes;
-        private _transparentSubMeshes;
-        private _alphaTestSubMeshes;
-        private _activeVertices;
-        constructor(index: number, scene: Scene);
-        render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void): boolean;
-        prepare(): void;
-        dispatch(subMesh: SubMesh): void;
-    }
-}
-
-declare module BABYLON {
-    class RenderingManager {
-        static MAX_RENDERINGGROUPS: number;
-        private _scene;
-        private _renderingGroups;
-        private _depthBufferAlreadyCleaned;
-        constructor(scene: Scene);
-        private _renderParticles(index, activeMeshes);
-        private _renderSprites(index);
-        private _clearDepthBuffer();
-        render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
-        reset(): void;
-        dispatch(subMesh: SubMesh): void;
-    }
-}
-
-declare module BABYLON {
     class Sprite {
         name: string;
         position: Vector3;

文件差异内容过多而无法显示
+ 1 - 1
dist/preview release - beta/babylon.2.2.js


文件差异内容过多而无法显示
+ 1 - 1
dist/preview release - beta/babylon.2.2.max.js


文件差异内容过多而无法显示
+ 1 - 1
dist/preview release - beta/babylon.2.2.noworker.js


+ 0 - 1
src/Actions/babylon.action.js

@@ -67,4 +67,3 @@ var BABYLON;
     })();
     BABYLON.Action = Action;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.action.js.map

+ 0 - 1
src/Actions/babylon.actionManager.js

@@ -287,4 +287,3 @@ var BABYLON;
     })();
     BABYLON.ActionManager = ActionManager;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.actionManager.js.map

+ 0 - 1
src/Actions/babylon.condition.js

@@ -116,4 +116,3 @@ var BABYLON;
     })(Condition);
     BABYLON.StateCondition = StateCondition;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.condition.js.map

+ 0 - 1
src/Actions/babylon.directActions.js

@@ -203,4 +203,3 @@ var BABYLON;
     })(BABYLON.Action);
     BABYLON.StopSoundAction = StopSoundAction;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.directActions.js.map

+ 0 - 1
src/Actions/babylon.interpolateValueAction.js

@@ -63,4 +63,3 @@ var BABYLON;
     })(BABYLON.Action);
     BABYLON.InterpolateValueAction = InterpolateValueAction;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.interpolateValueAction.js.map

+ 0 - 1
src/Animations/babylon.animatable.js

@@ -100,4 +100,3 @@ var BABYLON;
     })();
     BABYLON.Animatable = Animatable;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.animatable.js.map

+ 0 - 1
src/Animations/babylon.animation.js

@@ -387,4 +387,3 @@ var BABYLON;
     })();
     BABYLON.Animation = Animation;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.animation.js.map

+ 0 - 1
src/Animations/babylon.easing.js

@@ -248,4 +248,3 @@ var BABYLON;
     })(EasingFunction);
     BABYLON.BezierCurveEase = BezierCurveEase;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.easing.js.map

+ 0 - 1
src/Audio/babylon.analyser.js

@@ -109,4 +109,3 @@ var BABYLON;
     })();
     BABYLON.Analyser = Analyser;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.analyser.js.map

+ 0 - 1
src/Audio/babylon.audioEngine.js

@@ -77,4 +77,3 @@ var BABYLON;
     })();
     BABYLON.AudioEngine = AudioEngine;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.audioEngine.js.map

+ 0 - 1
src/Audio/babylon.sound.js

@@ -375,4 +375,3 @@ var BABYLON;
     })();
     BABYLON.Sound = Sound;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.sound.js.map

+ 0 - 1
src/Audio/babylon.soundtrack.js

@@ -92,4 +92,3 @@ var BABYLON;
     })();
     BABYLON.SoundTrack = SoundTrack;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.soundtrack.js.map

+ 0 - 1
src/Bones/babylon.bone.js

@@ -80,4 +80,3 @@ var BABYLON;
     })(BABYLON.Node);
     BABYLON.Bone = Bone;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.bone.js.map

+ 0 - 1
src/Bones/babylon.skeleton.js

@@ -74,4 +74,3 @@ var BABYLON;
     })();
     BABYLON.Skeleton = Skeleton;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.skeleton.js.map

+ 0 - 1
src/Cameras/VR/babylon.vrDeviceOrientationCamera.js

@@ -46,4 +46,3 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.vrDeviceOrientationCamera.js.map

+ 0 - 1
src/Cameras/VR/babylon.webVRCamera.js

@@ -72,4 +72,3 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.WebVRFreeCamera = WebVRFreeCamera;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.webVRCamera.js.map

+ 0 - 1
src/Cameras/babylon.arcRotateCamera.js

@@ -551,4 +551,3 @@ var BABYLON;
     })(BABYLON.TargetCamera);
     BABYLON.ArcRotateCamera = ArcRotateCamera;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.arcRotateCamera.js.map

+ 0 - 1
src/Cameras/babylon.camera.js

@@ -526,4 +526,3 @@ var BABYLON;
     })(BABYLON.Node);
     BABYLON.Camera = Camera;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.camera.js.map

+ 0 - 1
src/Cameras/babylon.deviceOrientationCamera.js

@@ -70,4 +70,3 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.deviceOrientationCamera.js.map

+ 0 - 1
src/Cameras/babylon.followCamera.js

@@ -85,4 +85,3 @@ var BABYLON;
     })(BABYLON.TargetCamera);
     BABYLON.ArcFollowCamera = ArcFollowCamera;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.followCamera.js.map

+ 0 - 1
src/Cameras/babylon.freeCamera.js

@@ -224,4 +224,3 @@ var BABYLON;
     })(BABYLON.TargetCamera);
     BABYLON.FreeCamera = FreeCamera;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.freeCamera.js.map

+ 0 - 1
src/Cameras/babylon.gamepadCamera.js

@@ -50,4 +50,3 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.GamepadCamera = GamepadCamera;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.gamepadCamera.js.map

+ 0 - 1
src/Cameras/babylon.stereoscopicCameras.js

@@ -61,4 +61,3 @@ var BABYLON;
     })(BABYLON.GamepadCamera);
     BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.stereoscopicCameras.js.map

+ 0 - 1
src/Cameras/babylon.targetCamera.js

@@ -245,4 +245,3 @@ var BABYLON;
     })(BABYLON.Camera);
     BABYLON.TargetCamera = TargetCamera;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.targetCamera.js.map

+ 0 - 1
src/Cameras/babylon.touchCamera.js

@@ -114,4 +114,3 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.TouchCamera = TouchCamera;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.touchCamera.js.map

+ 0 - 1
src/Cameras/babylon.virtualJoysticksCamera.js

@@ -50,4 +50,3 @@ var BABYLON;
     })(BABYLON.FreeCamera);
     BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.virtualJoysticksCamera.js.map

+ 0 - 1
src/Collisions/babylon.collider.js

@@ -270,4 +270,3 @@ var BABYLON;
     })();
     BABYLON.Collider = Collider;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.collider.js.map

+ 0 - 1
src/Collisions/babylon.collisionCoordinator.js

@@ -271,4 +271,3 @@ var BABYLON;
     })();
     BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.collisionCoordinator.js.map

+ 0 - 1
src/Collisions/babylon.collisionWorker.js

@@ -227,4 +227,3 @@ var BABYLON;
         console.log("single worker init");
     }
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.collisionWorker.js.map

+ 0 - 1
src/Collisions/babylon.pickingInfo.js

@@ -73,4 +73,3 @@ var BABYLON;
     })();
     BABYLON.PickingInfo = PickingInfo;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.pickingInfo.js.map

+ 0 - 1
src/Culling/Octrees/babylon.octree.js

@@ -86,4 +86,3 @@ var BABYLON;
     })();
     BABYLON.Octree = Octree;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.octree.js.map

+ 0 - 1
src/Culling/Octrees/babylon.octreeBlock.js

@@ -120,4 +120,3 @@ var BABYLON;
     })();
     BABYLON.OctreeBlock = OctreeBlock;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.octreeBlock.js.map

+ 0 - 1
src/Culling/babylon.boundingBox.js

@@ -137,4 +137,3 @@ var BABYLON;
     })();
     BABYLON.BoundingBox = BoundingBox;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.boundingBox.js.map

+ 0 - 1
src/Culling/babylon.boundingInfo.js

@@ -103,4 +103,3 @@ var BABYLON;
     })();
     BABYLON.BoundingInfo = BoundingInfo;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.boundingInfo.js.map

+ 0 - 1
src/Culling/babylon.boundingSphere.js

@@ -47,4 +47,3 @@ var BABYLON;
     })();
     BABYLON.BoundingSphere = BoundingSphere;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.boundingSphere.js.map

+ 0 - 1
src/Debug/babylon.debugLayer.js

@@ -602,4 +602,3 @@ var BABYLON;
     })();
     BABYLON.DebugLayer = DebugLayer;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.debugLayer.js.map

+ 0 - 1
src/Layer/babylon.layer.js

@@ -74,4 +74,3 @@ var BABYLON;
     })();
     BABYLON.Layer = Layer;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.layer.js.map

+ 0 - 1
src/LensFlare/babylon.lensFlare.js

@@ -21,4 +21,3 @@ var BABYLON;
     })();
     BABYLON.LensFlare = LensFlare;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.lensFlare.js.map

+ 0 - 1
src/LensFlare/babylon.lensFlareSystem.js

@@ -179,4 +179,3 @@ var BABYLON;
     })();
     BABYLON.LensFlareSystem = LensFlareSystem;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.lensFlareSystem.js.map

+ 0 - 1
src/Lights/Shadows/babylon.shadowGenerator.js

@@ -333,4 +333,3 @@ var BABYLON;
     })();
     BABYLON.ShadowGenerator = ShadowGenerator;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.shadowGenerator.js.map

+ 0 - 1
src/Lights/babylon.directionalLight.js

@@ -93,4 +93,3 @@ var BABYLON;
     })(BABYLON.Light);
     BABYLON.DirectionalLight = DirectionalLight;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.directionalLight.js.map

+ 0 - 1
src/Lights/babylon.hemisphericLight.js

@@ -35,4 +35,3 @@ var BABYLON;
     })(BABYLON.Light);
     BABYLON.HemisphericLight = HemisphericLight;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.hemisphericLight.js.map

+ 0 - 1
src/Lights/babylon.light.js

@@ -76,4 +76,3 @@ var BABYLON;
     })(BABYLON.Node);
     BABYLON.Light = Light;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.light.js.map

+ 0 - 1
src/Lights/babylon.pointLight.js

@@ -40,4 +40,3 @@ var BABYLON;
     })(BABYLON.Light);
     BABYLON.PointLight = PointLight;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.pointLight.js.map

+ 0 - 1
src/Lights/babylon.spotLight.js

@@ -70,4 +70,3 @@ var BABYLON;
     })(BABYLON.Light);
     BABYLON.SpotLight = SpotLight;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.spotLight.js.map

+ 0 - 1
src/Loading/Plugins/babylon.babylonFileLoader.js

@@ -1425,4 +1425,3 @@ var BABYLON;
         });
     })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.babylonFileLoader.js.map

+ 0 - 1
src/Loading/babylon.sceneLoader.js

@@ -174,4 +174,3 @@ var BABYLON;
     BABYLON.SceneLoader = SceneLoader;
     ;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.sceneLoader.js.map

+ 0 - 1
src/Materials/Textures/Procedurals/babylon.customProceduralTexture.js

@@ -123,4 +123,3 @@ var BABYLON;
     })(BABYLON.ProceduralTexture);
     BABYLON.CustomProceduralTexture = CustomProceduralTexture;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.customProceduralTexture.js.map

+ 0 - 1
src/Materials/Textures/Procedurals/babylon.proceduralTexture.js

@@ -247,4 +247,3 @@ var BABYLON;
     })(BABYLON.Texture);
     BABYLON.ProceduralTexture = ProceduralTexture;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.proceduralTexture.js.map

+ 0 - 1
src/Materials/Textures/Procedurals/babylon.standardProceduralTexture.js

@@ -418,4 +418,3 @@ var BABYLON;
     })(BABYLON.ProceduralTexture);
     BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.standardProceduralTexture.js.map

+ 0 - 1
src/Materials/Textures/babylon.baseTexture.js

@@ -125,4 +125,3 @@ var BABYLON;
     })();
     BABYLON.BaseTexture = BaseTexture;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.baseTexture.js.map

+ 0 - 1
src/Materials/Textures/babylon.cubeTexture.js

@@ -59,4 +59,3 @@ var BABYLON;
     })(BABYLON.BaseTexture);
     BABYLON.CubeTexture = CubeTexture;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.cubeTexture.js.map

+ 0 - 1
src/Materials/Textures/babylon.dynamicTexture.js

@@ -92,4 +92,3 @@ var BABYLON;
     })(BABYLON.Texture);
     BABYLON.DynamicTexture = DynamicTexture;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.dynamicTexture.js.map

+ 0 - 1
src/Materials/Textures/babylon.mirrorTexture.js

@@ -43,4 +43,3 @@ var BABYLON;
     })(BABYLON.RenderTargetTexture);
     BABYLON.MirrorTexture = MirrorTexture;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.mirrorTexture.js.map

+ 0 - 1
src/Materials/Textures/babylon.rawTexture.js

@@ -56,4 +56,3 @@ var BABYLON;
     })(BABYLON.Texture);
     BABYLON.RawTexture = RawTexture;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.rawTexture.js.map

+ 0 - 1
src/Materials/Textures/babylon.renderTargetTexture.js

@@ -165,4 +165,3 @@ var BABYLON;
     })(BABYLON.Texture);
     BABYLON.RenderTargetTexture = RenderTargetTexture;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.renderTargetTexture.js.map

+ 0 - 1
src/Materials/Textures/babylon.texture.js

@@ -212,4 +212,3 @@ var BABYLON;
     })(BABYLON.BaseTexture);
     BABYLON.Texture = Texture;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.texture.js.map

+ 0 - 1
src/Materials/Textures/babylon.videoTexture.js

@@ -57,4 +57,3 @@ var BABYLON;
     })(BABYLON.Texture);
     BABYLON.VideoTexture = VideoTexture;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.videoTexture.js.map

+ 0 - 1
src/Materials/babylon.effect.js

@@ -371,4 +371,3 @@ var BABYLON;
     })();
     BABYLON.Effect = Effect;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.effect.js.map

+ 0 - 1
src/Materials/babylon.material.js

@@ -139,4 +139,3 @@ var BABYLON;
     })();
     BABYLON.Material = Material;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.material.js.map

+ 0 - 1
src/Materials/babylon.multiMaterial.js

@@ -44,4 +44,3 @@ var BABYLON;
     })(BABYLON.Material);
     BABYLON.MultiMaterial = MultiMaterial;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.multiMaterial.js.map

+ 0 - 1
src/Materials/babylon.shaderMaterial.js

@@ -232,4 +232,3 @@ var BABYLON;
     })(BABYLON.Material);
     BABYLON.ShaderMaterial = ShaderMaterial;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.shaderMaterial.js.map

+ 0 - 1
src/Materials/babylon.standardMaterial.js

@@ -762,4 +762,3 @@ var BABYLON;
     })(BABYLON.Material);
     BABYLON.StandardMaterial = StandardMaterial;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.standardMaterial.js.map

+ 0 - 1
src/Math/babylon.math.js

@@ -3102,4 +3102,3 @@ var BABYLON;
     })();
     BABYLON.SIMDHelper = SIMDHelper;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.math.js.map

+ 0 - 1
src/Mesh/babylon.abstractMesh.js

@@ -881,4 +881,3 @@ var BABYLON;
     })(BABYLON.Node);
     BABYLON.AbstractMesh = AbstractMesh;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.abstractMesh.js.map

+ 0 - 1
src/Mesh/babylon.csg.js

@@ -508,4 +508,3 @@ var BABYLON;
     })();
     BABYLON.CSG = CSG;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.csg.js.map

+ 0 - 1
src/Mesh/babylon.geometry.js

@@ -609,4 +609,3 @@ var BABYLON;
         })(Primitives = Geometry.Primitives || (Geometry.Primitives = {}));
     })(Geometry = BABYLON.Geometry || (BABYLON.Geometry = {}));
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.geometry.js.map

+ 0 - 1
src/Mesh/babylon.groundMesh.js

@@ -40,4 +40,3 @@ var BABYLON;
     })(BABYLON.Mesh);
     BABYLON.GroundMesh = GroundMesh;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.groundMesh.js.map

+ 0 - 1
src/Mesh/babylon.instancedMesh.js

@@ -151,4 +151,3 @@ var BABYLON;
     })(BABYLON.AbstractMesh);
     BABYLON.InstancedMesh = InstancedMesh;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.instancedMesh.js.map

+ 0 - 1
src/Mesh/babylon.linesMesh.js

@@ -68,4 +68,3 @@ var BABYLON;
     })(BABYLON.Mesh);
     BABYLON.LinesMesh = LinesMesh;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.linesMesh.js.map

+ 0 - 1
src/Mesh/babylon.mesh.js

@@ -1862,4 +1862,3 @@ var BABYLON;
     })(BABYLON.AbstractMesh);
     BABYLON.Mesh = Mesh;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.mesh.js.map

+ 0 - 1
src/Mesh/babylon.mesh.vertexData.js

@@ -1205,4 +1205,3 @@ var BABYLON;
     })();
     BABYLON.VertexData = VertexData;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.mesh.vertexData.js.map

+ 0 - 1
src/Mesh/babylon.meshLODLevel.js

@@ -12,4 +12,3 @@ var BABYLON;
         Internals.MeshLODLevel = MeshLODLevel;
     })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.meshLODLevel.js.map

+ 0 - 1
src/Mesh/babylon.meshSimplification.js

@@ -656,4 +656,3 @@ var BABYLON;
     })();
     BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.meshSimplification.js.map

+ 0 - 1
src/Mesh/babylon.polygonMesh.js

@@ -244,4 +244,3 @@ var BABYLON;
     })();
     BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.polygonMesh.js.map

+ 0 - 1
src/Mesh/babylon.subMesh.js

@@ -143,4 +143,3 @@ var BABYLON;
     })();
     BABYLON.SubMesh = SubMesh;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.subMesh.js.map

+ 0 - 1
src/Mesh/babylon.vertexBuffer.js

@@ -190,4 +190,3 @@ var BABYLON;
     })();
     BABYLON.VertexBuffer = VertexBuffer;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.vertexBuffer.js.map

+ 0 - 1
src/Particles/babylon.particle.js

@@ -27,4 +27,3 @@ var BABYLON;
     })();
     BABYLON.Particle = Particle;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.particle.js.map

+ 0 - 1
src/Particles/babylon.particleSystem.js

@@ -334,4 +334,3 @@ var BABYLON;
     })();
     BABYLON.ParticleSystem = ParticleSystem;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.particleSystem.js.map

+ 0 - 1
src/Physics/Plugins/babylon.cannonJSPlugin.js

@@ -251,4 +251,3 @@ var BABYLON;
     })();
     BABYLON.CannonJSPlugin = CannonJSPlugin;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.cannonJSPlugin.js.map

+ 0 - 1
src/Physics/Plugins/babylon.oimoJSPlugin.js

@@ -314,4 +314,3 @@ var BABYLON;
     })();
     BABYLON.OimoJSPlugin = OimoJSPlugin;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.oimoJSPlugin.js.map

+ 0 - 1
src/Physics/babylon.physicsEngine.js

@@ -60,4 +60,3 @@ var BABYLON;
     })();
     BABYLON.PhysicsEngine = PhysicsEngine;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.physicsEngine.js.map

+ 0 - 1
src/PostProcess/RenderPipeline/babylon.postProcessRenderEffect.js

@@ -138,4 +138,3 @@ var BABYLON;
     })();
     BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.postProcessRenderEffect.js.map

+ 0 - 1
src/PostProcess/RenderPipeline/babylon.postProcessRenderPass.js

@@ -40,4 +40,3 @@ var BABYLON;
     })();
     BABYLON.PostProcessRenderPass = PostProcessRenderPass;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.postProcessRenderPass.js.map

+ 0 - 1
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipeline.js

@@ -110,4 +110,3 @@ var BABYLON;
     })();
     BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.postProcessRenderPipeline.js.map

+ 0 - 1
src/PostProcess/RenderPipeline/babylon.postProcessRenderPipelineManager.js

@@ -58,4 +58,3 @@ var BABYLON;
     })();
     BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map

+ 0 - 1
src/PostProcess/babylon.anaglyphPostProcess.js

@@ -15,4 +15,3 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.anaglyphPostProcess.js.map

+ 0 - 1
src/PostProcess/babylon.blackAndWhitePostProcess.js

@@ -15,4 +15,3 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map

+ 0 - 1
src/PostProcess/babylon.blurPostProcess.js

@@ -24,4 +24,3 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.BlurPostProcess = BlurPostProcess;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.blurPostProcess.js.map

+ 0 - 1
src/PostProcess/babylon.colorCorrectionPostProcess.js

@@ -36,4 +36,3 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map

+ 0 - 1
src/PostProcess/babylon.convolutionPostProcess.js

@@ -29,4 +29,3 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.convolutionPostProcess.js.map

+ 0 - 1
src/PostProcess/babylon.displayPassPostProcess.js

@@ -15,4 +15,3 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.displayPassPostProcess.js.map

+ 0 - 1
src/PostProcess/babylon.filterPostProcess.js

@@ -20,4 +20,3 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.FilterPostProcess = FilterPostProcess;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.filterPostProcess.js.map

+ 0 - 1
src/PostProcess/babylon.fxaaPostProcess.js

@@ -23,4 +23,3 @@ var BABYLON;
     })(BABYLON.PostProcess);
     BABYLON.FxaaPostProcess = FxaaPostProcess;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.fxaaPostProcess.js.map

+ 0 - 1
src/PostProcess/babylon.hdrRenderingPipeline.js

@@ -371,4 +371,3 @@ var BABYLON;
     })(BABYLON.PostProcessRenderPipeline);
     BABYLON.HDRRenderingPipeline = HDRRenderingPipeline;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.hdrRenderingPipeline.js.map

+ 0 - 0
src/PostProcess/babylon.lensRenderingPipeline.js


部分文件因为文件数量过多而无法显示