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@@ -24177,20 +24177,24 @@ var BABYLON;
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return result;
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return result;
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};
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};
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// Force shader compilation including textures ready check
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// Force shader compilation including textures ready check
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- Material.prototype.forceCompilation = function (mesh, onCompiled) {
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+ Material.prototype.forceCompilation = function (mesh, options, onCompiled) {
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var _this = this;
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var _this = this;
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var subMesh = new BABYLON.BaseSubMesh();
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var subMesh = new BABYLON.BaseSubMesh();
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var scene = this.getScene();
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var scene = this.getScene();
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+ var engine = scene.getEngine();
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var beforeRenderCallback = function () {
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var beforeRenderCallback = function () {
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if (subMesh._materialDefines) {
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if (subMesh._materialDefines) {
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subMesh._materialDefines._renderId = -1;
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subMesh._materialDefines._renderId = -1;
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}
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}
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+ var alphaTestState = engine.getAlphaTesting();
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+ engine.setAlphaTesting(options.alphaTest);
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if (_this.isReadyForSubMesh(mesh, subMesh)) {
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if (_this.isReadyForSubMesh(mesh, subMesh)) {
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scene.unregisterBeforeRender(beforeRenderCallback);
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scene.unregisterBeforeRender(beforeRenderCallback);
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if (onCompiled) {
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if (onCompiled) {
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onCompiled(_this);
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onCompiled(_this);
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}
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}
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}
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}
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+ engine.setAlphaTesting(alphaTestState);
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};
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};
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scene.registerBeforeRender(beforeRenderCallback);
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scene.registerBeforeRender(beforeRenderCallback);
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};
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};
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@@ -50864,7 +50868,7 @@ var BABYLON;
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}
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}
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if (enabled) {
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if (enabled) {
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var geometry = this._scene.enableGeometryBufferRenderer();
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var geometry = this._scene.enableGeometryBufferRenderer();
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- if (!geometry.isSupported) {
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+ if (!geometry) {
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BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
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BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
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return;
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return;
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}
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}
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@@ -51263,7 +51267,7 @@ var BABYLON;
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};
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};
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StandardRenderingPipeline.prototype._getDepthTexture = function () {
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StandardRenderingPipeline.prototype._getDepthTexture = function () {
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var geometry = this._scene.enableGeometryBufferRenderer();
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var geometry = this._scene.enableGeometryBufferRenderer();
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- if (geometry.isSupported) {
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+ if (geometry) {
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return geometry.getGBuffer().textures[0];
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return geometry.getGBuffer().textures[0];
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}
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}
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return this._scene.enableDepthRenderer().getDepthMap();
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return this._scene.enableDepthRenderer().getDepthMap();
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