Browse Source

Merge branch 'master' of https://github.com/BabylonJS/Babylon.js

# Conflicts:
#	dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts
#	dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js
#	dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js
#	dist/preview release/customConfigurations/minimalGLTFViewer/babylon.module.d.ts
David Catuhe 7 years ago
parent
commit
a79e2e828d

+ 1 - 1
Playground/zipContent/index.html

@@ -6,10 +6,10 @@
         <title>Babylon.js sample code</title>
         <!-- Babylon.js -->
         <script src="https://www.babylonjs.com/hand.minified-1.2.js"></script>
+        <script src="https://preview.babylonjs.com/babylon.js"></script>
         <script src="https://preview.babylonjs.com/gui/babylon.gui.min.js"></script>
         <script src="https://preview.babylonjs.com/cannon.js"></script>
         <script src="https://preview.babylonjs.com/oimo.js"></script>
-        <script src="https://preview.babylonjs.com/babylon.js"></script>
         
         <style>
             html, body {

+ 178 - 178
dist/preview release/babylon.d.ts

@@ -5005,6 +5005,52 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class LensFlare {
+        size: number;
+        position: number;
+        color: Color3;
+        texture: Nullable<Texture>;
+        alphaMode: number;
+        private _system;
+        static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
+        constructor(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class LensFlareSystem {
+        name: string;
+        lensFlares: LensFlare[];
+        borderLimit: number;
+        viewportBorder: number;
+        meshesSelectionPredicate: (mesh: Mesh) => boolean;
+        layerMask: number;
+        id: string;
+        private _scene;
+        private _emitter;
+        private _vertexBuffers;
+        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;
+        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
+        serialize(): any;
+    }
+}
+
+declare module BABYLON {
     /**
      * Highlight layer options. This helps customizing the behaviour
      * of the highlight layer.
@@ -5265,52 +5311,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class LensFlare {
-        size: number;
-        position: number;
-        color: Color3;
-        texture: Nullable<Texture>;
-        alphaMode: number;
-        private _system;
-        static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
-        constructor(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class LensFlareSystem {
-        name: string;
-        lensFlares: LensFlare[];
-        borderLimit: number;
-        viewportBorder: number;
-        meshesSelectionPredicate: (mesh: Mesh) => boolean;
-        layerMask: number;
-        id: string;
-        private _scene;
-        private _emitter;
-        private _vertexBuffers;
-        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;
-        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
-        serialize(): any;
-    }
-}
-
-declare module BABYLON {
     class DirectionalLight extends ShadowLight {
         private _shadowFrustumSize;
         /**
@@ -5844,105 +5844,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    interface ILoadingScreen {
-        displayLoadingUI: () => void;
-        hideLoadingUI: () => void;
-        loadingUIBackgroundColor: string;
-        loadingUIText: string;
-    }
-    class DefaultLoadingScreen implements ILoadingScreen {
-        private _renderingCanvas;
-        private _loadingText;
-        private _loadingDivBackgroundColor;
-        private _loadingDiv;
-        private _loadingTextDiv;
-        constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
-        displayLoadingUI(): void;
-        hideLoadingUI(): void;
-        loadingUIText: string;
-        loadingUIBackgroundColor: string;
-        private _resizeLoadingUI;
-    }
-}
-
-declare module BABYLON {
-    interface ISceneLoaderPluginExtensions {
-        [extension: string]: {
-            isBinary: boolean;
-        };
-    }
-    interface ISceneLoaderPlugin {
-        name: string;
-        extensions: string | ISceneLoaderPluginExtensions;
-        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void) => boolean;
-        load: (scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void) => boolean;
-        canDirectLoad?: (data: string) => boolean;
-    }
-    interface ISceneLoaderPluginAsync {
-        name: string;
-        extensions: string | ISceneLoaderPluginExtensions;
-        importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void) => void;
-        loadAsync: (scene: Scene, data: string, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string, exception?: any) => void) => void;
-        canDirectLoad?: (data: string) => boolean;
-    }
-    class SceneLoader {
-        private static _ForceFullSceneLoadingForIncremental;
-        private static _ShowLoadingScreen;
-        private static _CleanBoneMatrixWeights;
-        static readonly NO_LOGGING: number;
-        static readonly MINIMAL_LOGGING: number;
-        static readonly SUMMARY_LOGGING: number;
-        static readonly DETAILED_LOGGING: number;
-        private static _loggingLevel;
-        static ForceFullSceneLoadingForIncremental: boolean;
-        static ShowLoadingScreen: boolean;
-        static loggingLevel: number;
-        static CleanBoneMatrixWeights: boolean;
-        static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
-        private static _registeredPlugins;
-        private static _getDefaultPlugin();
-        private static _getPluginForExtension(extension);
-        private static _getPluginForDirectLoad(data);
-        private static _getPluginForFilename(sceneFilename);
-        private static _getDirectLoad(sceneFilename);
-        private static _loadData(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError);
-        static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
-        static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
-        /**
-        * Import meshes into a scene
-        * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param scene the instance of BABYLON.Scene to append to
-        * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
-        * @param onProgress a callback with a progress event for each file being loaded
-        * @param onError a callback with the scene, a message, and possibly an exception when import fails
-        */
-        static ImportMesh(meshNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void>, onProgress?: Nullable<(event: ProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>): void;
-        /**
-        * Load a scene
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param engine is the instance of BABYLON.Engine to use to create the scene
-        * @param onSuccess a callback with the scene when import succeeds
-        * @param onProgress a callback with a progress event for each file being loaded
-        * @param onError a callback with the scene, a message, and possibly an exception when import fails
-        */
-        static Load(rootUrl: string, sceneFilename: any, engine: Engine, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void): void;
-        /**
-        * Append a scene
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param scene is the instance of BABYLON.Scene to append to
-        * @param onSuccess a callback with the scene when import succeeds
-        * @param onProgress a callback with a progress event for each file being loaded
-        * @param onError a callback with the scene, a message, and possibly an exception when import fails
-        */
-        static Append(rootUrl: string, sceneFilename: any, scene: Scene, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void): void;
-    }
-}
-
-declare module BABYLON {
     /**
      * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
      * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
@@ -7347,6 +7248,105 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    interface ILoadingScreen {
+        displayLoadingUI: () => void;
+        hideLoadingUI: () => void;
+        loadingUIBackgroundColor: string;
+        loadingUIText: string;
+    }
+    class DefaultLoadingScreen implements ILoadingScreen {
+        private _renderingCanvas;
+        private _loadingText;
+        private _loadingDivBackgroundColor;
+        private _loadingDiv;
+        private _loadingTextDiv;
+        constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
+        displayLoadingUI(): void;
+        hideLoadingUI(): void;
+        loadingUIText: string;
+        loadingUIBackgroundColor: string;
+        private _resizeLoadingUI;
+    }
+}
+
+declare module BABYLON {
+    interface ISceneLoaderPluginExtensions {
+        [extension: string]: {
+            isBinary: boolean;
+        };
+    }
+    interface ISceneLoaderPlugin {
+        name: string;
+        extensions: string | ISceneLoaderPluginExtensions;
+        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void) => boolean;
+        load: (scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void) => boolean;
+        canDirectLoad?: (data: string) => boolean;
+    }
+    interface ISceneLoaderPluginAsync {
+        name: string;
+        extensions: string | ISceneLoaderPluginExtensions;
+        importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void) => void;
+        loadAsync: (scene: Scene, data: string, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string, exception?: any) => void) => void;
+        canDirectLoad?: (data: string) => boolean;
+    }
+    class SceneLoader {
+        private static _ForceFullSceneLoadingForIncremental;
+        private static _ShowLoadingScreen;
+        private static _CleanBoneMatrixWeights;
+        static readonly NO_LOGGING: number;
+        static readonly MINIMAL_LOGGING: number;
+        static readonly SUMMARY_LOGGING: number;
+        static readonly DETAILED_LOGGING: number;
+        private static _loggingLevel;
+        static ForceFullSceneLoadingForIncremental: boolean;
+        static ShowLoadingScreen: boolean;
+        static loggingLevel: number;
+        static CleanBoneMatrixWeights: boolean;
+        static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
+        private static _registeredPlugins;
+        private static _getDefaultPlugin();
+        private static _getPluginForExtension(extension);
+        private static _getPluginForDirectLoad(data);
+        private static _getPluginForFilename(sceneFilename);
+        private static _getDirectLoad(sceneFilename);
+        private static _loadData(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError);
+        static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
+        static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
+        /**
+        * Import meshes into a scene
+        * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param scene the instance of BABYLON.Scene to append to
+        * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
+        * @param onProgress a callback with a progress event for each file being loaded
+        * @param onError a callback with the scene, a message, and possibly an exception when import fails
+        */
+        static ImportMesh(meshNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void>, onProgress?: Nullable<(event: ProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>): void;
+        /**
+        * Load a scene
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param engine is the instance of BABYLON.Engine to use to create the scene
+        * @param onSuccess a callback with the scene when import succeeds
+        * @param onProgress a callback with a progress event for each file being loaded
+        * @param onError a callback with the scene, a message, and possibly an exception when import fails
+        */
+        static Load(rootUrl: string, sceneFilename: any, engine: Engine, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void): void;
+        /**
+        * Append a scene
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param scene is the instance of BABYLON.Scene to append to
+        * @param onSuccess a callback with the scene when import succeeds
+        * @param onProgress a callback with a progress event for each file being loaded
+        * @param onError a callback with the scene, a message, and possibly an exception when import fails
+        */
+        static Append(rootUrl: string, sceneFilename: any, scene: Scene, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void): void;
+    }
+}
+
+declare module BABYLON {
     class Scalar {
         /**
          * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
@@ -14014,36 +14014,6 @@ 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: Nullable<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);
@@ -14834,6 +14804,36 @@ 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: Nullable<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 Sprite {
         name: string;
         position: Vector3;
@@ -17205,9 +17205,6 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON.Internals {
-}
-
 declare module BABYLON {
     /**
      * The Physically based material base class of BJS.
@@ -18644,6 +18641,9 @@ declare module BABYLON {
     }
 }
 
+declare module BABYLON.Internals {
+}
+
 declare module BABYLON {
     class CannonJSPlugin implements IPhysicsEnginePlugin {
         private _useDeltaForWorldStep;

+ 178 - 178
dist/preview release/babylon.module.d.ts

@@ -5010,6 +5010,52 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class LensFlare {
+        size: number;
+        position: number;
+        color: Color3;
+        texture: Nullable<Texture>;
+        alphaMode: number;
+        private _system;
+        static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
+        constructor(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class LensFlareSystem {
+        name: string;
+        lensFlares: LensFlare[];
+        borderLimit: number;
+        viewportBorder: number;
+        meshesSelectionPredicate: (mesh: Mesh) => boolean;
+        layerMask: number;
+        id: string;
+        private _scene;
+        private _emitter;
+        private _vertexBuffers;
+        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;
+        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
+        serialize(): any;
+    }
+}
+
+declare module BABYLON {
     /**
      * Highlight layer options. This helps customizing the behaviour
      * of the highlight layer.
@@ -5270,52 +5316,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class LensFlare {
-        size: number;
-        position: number;
-        color: Color3;
-        texture: Nullable<Texture>;
-        alphaMode: number;
-        private _system;
-        static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
-        constructor(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class LensFlareSystem {
-        name: string;
-        lensFlares: LensFlare[];
-        borderLimit: number;
-        viewportBorder: number;
-        meshesSelectionPredicate: (mesh: Mesh) => boolean;
-        layerMask: number;
-        id: string;
-        private _scene;
-        private _emitter;
-        private _vertexBuffers;
-        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;
-        static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
-        serialize(): any;
-    }
-}
-
-declare module BABYLON {
     class DirectionalLight extends ShadowLight {
         private _shadowFrustumSize;
         /**
@@ -5849,105 +5849,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    interface ILoadingScreen {
-        displayLoadingUI: () => void;
-        hideLoadingUI: () => void;
-        loadingUIBackgroundColor: string;
-        loadingUIText: string;
-    }
-    class DefaultLoadingScreen implements ILoadingScreen {
-        private _renderingCanvas;
-        private _loadingText;
-        private _loadingDivBackgroundColor;
-        private _loadingDiv;
-        private _loadingTextDiv;
-        constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
-        displayLoadingUI(): void;
-        hideLoadingUI(): void;
-        loadingUIText: string;
-        loadingUIBackgroundColor: string;
-        private _resizeLoadingUI;
-    }
-}
-
-declare module BABYLON {
-    interface ISceneLoaderPluginExtensions {
-        [extension: string]: {
-            isBinary: boolean;
-        };
-    }
-    interface ISceneLoaderPlugin {
-        name: string;
-        extensions: string | ISceneLoaderPluginExtensions;
-        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void) => boolean;
-        load: (scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void) => boolean;
-        canDirectLoad?: (data: string) => boolean;
-    }
-    interface ISceneLoaderPluginAsync {
-        name: string;
-        extensions: string | ISceneLoaderPluginExtensions;
-        importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void) => void;
-        loadAsync: (scene: Scene, data: string, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string, exception?: any) => void) => void;
-        canDirectLoad?: (data: string) => boolean;
-    }
-    class SceneLoader {
-        private static _ForceFullSceneLoadingForIncremental;
-        private static _ShowLoadingScreen;
-        private static _CleanBoneMatrixWeights;
-        static readonly NO_LOGGING: number;
-        static readonly MINIMAL_LOGGING: number;
-        static readonly SUMMARY_LOGGING: number;
-        static readonly DETAILED_LOGGING: number;
-        private static _loggingLevel;
-        static ForceFullSceneLoadingForIncremental: boolean;
-        static ShowLoadingScreen: boolean;
-        static loggingLevel: number;
-        static CleanBoneMatrixWeights: boolean;
-        static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
-        private static _registeredPlugins;
-        private static _getDefaultPlugin();
-        private static _getPluginForExtension(extension);
-        private static _getPluginForDirectLoad(data);
-        private static _getPluginForFilename(sceneFilename);
-        private static _getDirectLoad(sceneFilename);
-        private static _loadData(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError);
-        static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
-        static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
-        /**
-        * Import meshes into a scene
-        * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param scene the instance of BABYLON.Scene to append to
-        * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
-        * @param onProgress a callback with a progress event for each file being loaded
-        * @param onError a callback with the scene, a message, and possibly an exception when import fails
-        */
-        static ImportMesh(meshNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void>, onProgress?: Nullable<(event: ProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>): void;
-        /**
-        * Load a scene
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param engine is the instance of BABYLON.Engine to use to create the scene
-        * @param onSuccess a callback with the scene when import succeeds
-        * @param onProgress a callback with a progress event for each file being loaded
-        * @param onError a callback with the scene, a message, and possibly an exception when import fails
-        */
-        static Load(rootUrl: string, sceneFilename: any, engine: Engine, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void): void;
-        /**
-        * Append a scene
-        * @param rootUrl a string that defines the root url for scene and resources
-        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
-        * @param scene is the instance of BABYLON.Scene to append to
-        * @param onSuccess a callback with the scene when import succeeds
-        * @param onProgress a callback with a progress event for each file being loaded
-        * @param onError a callback with the scene, a message, and possibly an exception when import fails
-        */
-        static Append(rootUrl: string, sceneFilename: any, scene: Scene, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void): void;
-    }
-}
-
-declare module BABYLON {
     /**
      * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
      * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
@@ -7352,6 +7253,105 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    interface ILoadingScreen {
+        displayLoadingUI: () => void;
+        hideLoadingUI: () => void;
+        loadingUIBackgroundColor: string;
+        loadingUIText: string;
+    }
+    class DefaultLoadingScreen implements ILoadingScreen {
+        private _renderingCanvas;
+        private _loadingText;
+        private _loadingDivBackgroundColor;
+        private _loadingDiv;
+        private _loadingTextDiv;
+        constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
+        displayLoadingUI(): void;
+        hideLoadingUI(): void;
+        loadingUIText: string;
+        loadingUIBackgroundColor: string;
+        private _resizeLoadingUI;
+    }
+}
+
+declare module BABYLON {
+    interface ISceneLoaderPluginExtensions {
+        [extension: string]: {
+            isBinary: boolean;
+        };
+    }
+    interface ISceneLoaderPlugin {
+        name: string;
+        extensions: string | ISceneLoaderPluginExtensions;
+        importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void) => boolean;
+        load: (scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void) => boolean;
+        canDirectLoad?: (data: string) => boolean;
+    }
+    interface ISceneLoaderPluginAsync {
+        name: string;
+        extensions: string | ISceneLoaderPluginExtensions;
+        importMeshAsync: (meshesNames: any, scene: Scene, data: any, rootUrl: string, onSuccess: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, onProgress: (event: ProgressEvent) => void, onError: (message: string) => void) => void;
+        loadAsync: (scene: Scene, data: string, rootUrl: string, onSuccess: () => void, onProgress: (event: ProgressEvent) => void, onError: (message: string, exception?: any) => void) => void;
+        canDirectLoad?: (data: string) => boolean;
+    }
+    class SceneLoader {
+        private static _ForceFullSceneLoadingForIncremental;
+        private static _ShowLoadingScreen;
+        private static _CleanBoneMatrixWeights;
+        static readonly NO_LOGGING: number;
+        static readonly MINIMAL_LOGGING: number;
+        static readonly SUMMARY_LOGGING: number;
+        static readonly DETAILED_LOGGING: number;
+        private static _loggingLevel;
+        static ForceFullSceneLoadingForIncremental: boolean;
+        static ShowLoadingScreen: boolean;
+        static loggingLevel: number;
+        static CleanBoneMatrixWeights: boolean;
+        static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
+        private static _registeredPlugins;
+        private static _getDefaultPlugin();
+        private static _getPluginForExtension(extension);
+        private static _getPluginForDirectLoad(data);
+        private static _getPluginForFilename(sceneFilename);
+        private static _getDirectLoad(sceneFilename);
+        private static _loadData(rootUrl, sceneFilename, scene, onSuccess, onProgress, onError);
+        static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
+        static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
+        /**
+        * Import meshes into a scene
+        * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param scene the instance of BABYLON.Scene to append to
+        * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
+        * @param onProgress a callback with a progress event for each file being loaded
+        * @param onError a callback with the scene, a message, and possibly an exception when import fails
+        */
+        static ImportMesh(meshNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void>, onProgress?: Nullable<(event: ProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>): void;
+        /**
+        * Load a scene
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param engine is the instance of BABYLON.Engine to use to create the scene
+        * @param onSuccess a callback with the scene when import succeeds
+        * @param onProgress a callback with a progress event for each file being loaded
+        * @param onError a callback with the scene, a message, and possibly an exception when import fails
+        */
+        static Load(rootUrl: string, sceneFilename: any, engine: Engine, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void): void;
+        /**
+        * Append a scene
+        * @param rootUrl a string that defines the root url for scene and resources
+        * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
+        * @param scene is the instance of BABYLON.Scene to append to
+        * @param onSuccess a callback with the scene when import succeeds
+        * @param onProgress a callback with a progress event for each file being loaded
+        * @param onError a callback with the scene, a message, and possibly an exception when import fails
+        */
+        static Append(rootUrl: string, sceneFilename: any, scene: Scene, onSuccess?: (scene: Scene) => void, onProgress?: (event: ProgressEvent) => void, onError?: (scene: Scene, message: string, exception?: any) => void): void;
+    }
+}
+
+declare module BABYLON {
     class Scalar {
         /**
          * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
@@ -14019,36 +14019,6 @@ 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: Nullable<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);
@@ -14839,6 +14809,36 @@ 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: Nullable<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 Sprite {
         name: string;
         position: Vector3;
@@ -17210,9 +17210,6 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON.Internals {
-}
-
 declare module BABYLON {
     /**
      * The Physically based material base class of BJS.
@@ -18649,6 +18646,9 @@ declare module BABYLON {
     }
 }
 
+declare module BABYLON.Internals {
+}
+
 declare module BABYLON {
     class CannonJSPlugin implements IPhysicsEnginePlugin {
         private _useDeltaForWorldStep;

File diff suppressed because it is too large
+ 1620 - 1620
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.d.ts


File diff suppressed because it is too large
+ 1 - 1
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.js


File diff suppressed because it is too large
+ 1 - 1
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.max.js


File diff suppressed because it is too large
+ 1620 - 1620
dist/preview release/customConfigurations/minimalGLTFViewer/babylon.module.d.ts


File diff suppressed because it is too large
+ 1 - 1
dist/preview release/materialsLibrary/babylon.backgroundMaterial.js


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


File diff suppressed because it is too large
+ 1 - 1
dist/preview release/materialsLibrary/babylonjs.materials.js


File diff suppressed because it is too large
+ 1 - 1
dist/preview release/materialsLibrary/babylonjs.materials.min.js


+ 1 - 1
materialsLibrary/src/background/background.fragment.fx

@@ -227,7 +227,7 @@ float finalAlpha = alpha;
     finalAlpha *= fadeFactor * fadeFactor;
 #endif
 
-    vec4 color = vec4(colorBase, finalAlpha);
+    vec4 color = vec4(finalColor, finalAlpha);
 
 #include<fogFragment>