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Fixed timing issue with validation images

David Catuhe преди 7 години
родител
ревизия
acdf4e7899
променени са 6 файла, в които са добавени 37962 реда и са изтрити 37961 реда
  1. 21128 21128
      Playground/babylon.d.txt
  2. 16826 16826
      dist/preview release/babylon.d.ts
  3. BIN
      tests/validation/ReferenceImages/chibi_rex.png
  4. BIN
      tests/validation/ReferenceImages/yeti.png
  5. 2 4
      tests/validation/config.json
  6. 6 3
      tests/validation/validation.js

Файловите разлики са ограничени, защото са твърде много
+ 21128 - 21128
Playground/babylon.d.txt


Файловите разлики са ограничени, защото са твърде много
+ 16826 - 16826
dist/preview release/babylon.d.ts


BIN
tests/validation/ReferenceImages/chibi_rex.png


BIN
tests/validation/ReferenceImages/yeti.png


+ 2 - 4
tests/validation/config.json

@@ -5,15 +5,13 @@
       "title": "Chibi Rex",
       "playgroundId": "#QATUCH#4",
       "renderCount": 50,
-      "referenceImage": "chibi_rex.png",
-      "excludeFromAutomaticTesting": true
+      "referenceImage": "chibi_rex.png"
     },     
     {
       "title": "Yeti",
       "playgroundId": "#QATUCH#3",
       "renderCount": 150,
-      "referenceImage": "yeti.png",
-      "excludeFromAutomaticTesting": true
+      "referenceImage": "yeti.png"
     },   
     {
       "title": "Sponza",

+ 6 - 3
tests/validation/validation.js

@@ -131,10 +131,13 @@ function evaluate(test, resultCanvas, result, renderImage, index, waitRing, done
 }
 
 function processCurrentScene(test, resultCanvas, result, renderImage, index, waitRing, done) {
+    currentScene.useConstantAnimationDeltaTime = true;
+    var renderCount = test.renderCount || 1;
+   
     currentScene.executeWhenReady(function () {
-        var renderCount = test.renderCount || 1;
-
-        currentScene.useConstantAnimationDeltaTime = true;
+        if (currentScene.activeCamera && currentScene.activeCamera.useAutoRotationBehavior) {
+            currentScene.activeCamera.useAutoRotationBehavior = false;
+        }
         engine.runRenderLoop(function () {
             try {
                 currentScene.render();