浏览代码

Associated with #2033

David Catuhe 7 年之前
父节点
当前提交
b29524ba30
共有 4 个文件被更改,包括 8740 次插入8740 次删除
  1. 4368 4368
      dist/preview release/babylon.d.ts
  2. 4368 4368
      dist/preview release/babylon.module.d.ts
  3. 2 2
      src/Engine/babylon.engine.ts
  4. 2 2
      src/Materials/babylon.effect.ts

文件差异内容过多而无法显示
+ 4368 - 4368
dist/preview release/babylon.d.ts


文件差异内容过多而无法显示
+ 4368 - 4368
dist/preview release/babylon.module.d.ts


+ 2 - 2
src/Engine/babylon.engine.ts

@@ -2470,13 +2470,13 @@
                 ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
         }
 
-        public createRawShaderProgram(vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext): WebGLProgram {
+        public createRawShaderProgram(vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {
             context = context || this._gl;
 
             var vertexShader = compileRawShader(context, vertexCode, "vertex");
             var fragmentShader = compileRawShader(context, fragmentCode, "fragment");
 
-            return this._createShaderProgram(vertexShader, fragmentShader, context);
+            return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
         }
 
         public createShaderProgram(vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings: Nullable<string[]> = null): WebGLProgram {

+ 2 - 2
src/Materials/babylon.effect.ts

@@ -558,10 +558,10 @@
                 var engine = this._engine;
 
                 if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
-                    this._program = engine.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride);
+                    this._program = engine.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
                 }
                 else {
-                    this._program = engine.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines);
+                    this._program = engine.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
                 }
                 this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);