Browse Source

Optim Fix

Sebastien Vandenberghe 8 years ago
parent
commit
a70535dd60

+ 30 - 30
dist/preview release/babylon.d.ts

@@ -12902,36 +12902,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class ReflectionProbe {
-        name: string;
-        private _scene;
-        private _renderTargetTexture;
-        private _projectionMatrix;
-        private _viewMatrix;
-        private _target;
-        private _add;
-        private _attachedMesh;
-        invertYAxis: boolean;
-        position: Vector3;
-        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
-        samples: number;
-        refreshRate: number;
-        getScene(): Scene;
-        readonly cubeTexture: RenderTargetTexture;
-        readonly renderList: AbstractMesh[];
-        attachToMesh(mesh: AbstractMesh): void;
-        /**
-         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
-         *
-         * @param renderingGroupId The rendering group id corresponding to its index
-         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
-         */
-        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
         private _passedProcess;
         constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
@@ -13453,6 +13423,36 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class ReflectionProbe {
+        name: string;
+        private _scene;
+        private _renderTargetTexture;
+        private _projectionMatrix;
+        private _viewMatrix;
+        private _target;
+        private _add;
+        private _attachedMesh;
+        invertYAxis: boolean;
+        position: Vector3;
+        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
+        samples: number;
+        refreshRate: number;
+        getScene(): Scene;
+        readonly cubeTexture: RenderTargetTexture;
+        readonly renderList: AbstractMesh[];
+        attachToMesh(mesh: AbstractMesh): void;
+        /**
+         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
+         *
+         * @param renderingGroupId The rendering group id corresponding to its index
+         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
+         */
+        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class BoundingBoxRenderer {
         frontColor: Color3;
         backColor: Color3;

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


+ 1 - 1
dist/preview release/babylon.max.js

@@ -8762,9 +8762,9 @@ var BABYLON;
             context.attachShader(shaderProgram, vertexShader);
             context.attachShader(shaderProgram, fragmentShader);
             context.linkProgram(shaderProgram);
-            context.validateProgram(shaderProgram);
             var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
             if (!linked) {
+                context.validateProgram(shaderProgram);
                 var error = context.getProgramInfoLog(shaderProgram);
                 if (error) {
                     throw new Error(error);

+ 30 - 30
dist/preview release/babylon.module.d.ts

@@ -12902,36 +12902,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class ReflectionProbe {
-        name: string;
-        private _scene;
-        private _renderTargetTexture;
-        private _projectionMatrix;
-        private _viewMatrix;
-        private _target;
-        private _add;
-        private _attachedMesh;
-        invertYAxis: boolean;
-        position: Vector3;
-        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
-        samples: number;
-        refreshRate: number;
-        getScene(): Scene;
-        readonly cubeTexture: RenderTargetTexture;
-        readonly renderList: AbstractMesh[];
-        attachToMesh(mesh: AbstractMesh): void;
-        /**
-         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
-         *
-         * @param renderingGroupId The rendering group id corresponding to its index
-         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
-         */
-        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class AnaglyphPostProcess extends PostProcess {
         private _passedProcess;
         constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
@@ -13453,6 +13423,36 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class ReflectionProbe {
+        name: string;
+        private _scene;
+        private _renderTargetTexture;
+        private _projectionMatrix;
+        private _viewMatrix;
+        private _target;
+        private _add;
+        private _attachedMesh;
+        invertYAxis: boolean;
+        position: Vector3;
+        constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
+        samples: number;
+        refreshRate: number;
+        getScene(): Scene;
+        readonly cubeTexture: RenderTargetTexture;
+        readonly renderList: AbstractMesh[];
+        attachToMesh(mesh: AbstractMesh): void;
+        /**
+         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
+         *
+         * @param renderingGroupId The rendering group id corresponding to its index
+         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
+         */
+        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class BoundingBoxRenderer {
         frontColor: Color3;
         backColor: Color3;

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


File diff suppressed because it is too large
+ 1303 - 1303
dist/preview release/customConfigurations/minimalViewer/babylon.d.ts


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


+ 1 - 1
dist/preview release/customConfigurations/minimalViewer/babylon.max.js

@@ -8762,9 +8762,9 @@ var BABYLON;
             context.attachShader(shaderProgram, vertexShader);
             context.attachShader(shaderProgram, fragmentShader);
             context.linkProgram(shaderProgram);
-            context.validateProgram(shaderProgram);
             var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
             if (!linked) {
+                context.validateProgram(shaderProgram);
                 var error = context.getProgramInfoLog(shaderProgram);
                 if (error) {
                     throw new Error(error);

File diff suppressed because it is too large
+ 1303 - 1303
dist/preview release/customConfigurations/minimalViewer/babylon.module.d.ts


File diff suppressed because it is too large
+ 1 - 1
dist/preview release/loaders/babylon.objFileLoader.min.js


+ 1 - 1
src/babylon.engine.ts

@@ -2003,11 +2003,11 @@
             context.attachShader(shaderProgram, fragmentShader);
 
             context.linkProgram(shaderProgram);
-            context.validateProgram(shaderProgram);
 
             var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
 
             if (!linked) {
+                context.validateProgram(shaderProgram);
                 var error = context.getProgramInfoLog(shaderProgram);
                 if (error) {
                     throw new Error(error);