Sebastien Vandenberghe 7 years ago
parent
commit
d727d4ecf9

File diff suppressed because it is too large
+ 16647 - 16647
Playground/babylon.d.txt


+ 3 - 3
Viewer/src/viewer/viewer.ts

@@ -930,9 +930,9 @@ export abstract class AbstractViewer {
 
 
     /**
     /**
      * Alters render settings to reduce features based on hardware feature limitations
      * Alters render settings to reduce features based on hardware feature limitations
-     * @param options Viewer options to modify
+     * @param enableHDR Allows the viewer to run in HDR mode.
      */
      */
-    protected _handleHardwareLimitations() {
+    protected _handleHardwareLimitations(enableHDR = true) {
         //flip rendering settings switches based on hardware support
         //flip rendering settings switches based on hardware support
         let maxVaryingRows = this.engine.getCaps().maxVaryingVectors;
         let maxVaryingRows = this.engine.getCaps().maxVaryingVectors;
         let maxFragmentSamplers = this.engine.getCaps().maxTexturesImageUnits;
         let maxFragmentSamplers = this.engine.getCaps().maxTexturesImageUnits;
@@ -949,7 +949,7 @@ export abstract class AbstractViewer {
         let linearHalfFloatTargets = caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering;
         let linearHalfFloatTargets = caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering;
         let linearFloatTargets = caps.textureFloatRender && caps.textureFloatLinearFiltering;
         let linearFloatTargets = caps.textureFloatRender && caps.textureFloatLinearFiltering;
 
 
-        this._hdrSupport = !!(linearFloatTargets || linearHalfFloatTargets);
+        this._hdrSupport = enableHDR && !!(linearFloatTargets || linearHalfFloatTargets);
 
 
         if (linearHalfFloatTargets) {
         if (linearHalfFloatTargets) {
             this._defaultHighpTextureType = Engine.TEXTURETYPE_HALF_FLOAT;
             this._defaultHighpTextureType = Engine.TEXTURETYPE_HALF_FLOAT;

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+ 18397 - 18397
dist/preview release/babylon.d.ts


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


+ 3 - 2
dist/preview release/viewer/babylon.viewer.max.js

@@ -94433,7 +94433,8 @@ var AbstractViewer = (function () {
         this._configureEnvironment(this._configuration.skybox, this._configuration.ground);
         this._configureEnvironment(this._configuration.skybox, this._configuration.ground);
         return Promise.resolve(this.scene);
         return Promise.resolve(this.scene);
     };
     };
-    AbstractViewer.prototype._handleHardwareLimitations = function () {
+    AbstractViewer.prototype._handleHardwareLimitations = function (enableHDR) {
+        if (enableHDR === void 0) { enableHDR = true; }
         var maxVaryingRows = this.engine.getCaps().maxVaryingVectors;
         var maxVaryingRows = this.engine.getCaps().maxVaryingVectors;
         var maxFragmentSamplers = this.engine.getCaps().maxTexturesImageUnits;
         var maxFragmentSamplers = this.engine.getCaps().maxTexturesImageUnits;
         if ((maxVaryingRows < 8) || (maxFragmentSamplers < 8)) {
         if ((maxVaryingRows < 8) || (maxFragmentSamplers < 8)) {
@@ -94445,7 +94446,7 @@ var AbstractViewer = (function () {
         var caps = this.engine.getCaps();
         var caps = this.engine.getCaps();
         var linearHalfFloatTargets = caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering;
         var linearHalfFloatTargets = caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering;
         var linearFloatTargets = caps.textureFloatRender && caps.textureFloatLinearFiltering;
         var linearFloatTargets = caps.textureFloatRender && caps.textureFloatLinearFiltering;
-        this._hdrSupport = !!(linearFloatTargets || linearHalfFloatTargets);
+        this._hdrSupport = enableHDR && !!(linearFloatTargets || linearHalfFloatTargets);
         if (linearHalfFloatTargets) {
         if (linearHalfFloatTargets) {
             this._defaultHighpTextureType = babylonjs_1.Engine.TEXTURETYPE_HALF_FLOAT;
             this._defaultHighpTextureType = babylonjs_1.Engine.TEXTURETYPE_HALF_FLOAT;
             this._shadowGeneratorBias = 0.002;
             this._shadowGeneratorBias = 0.002;