Forráskód Böngészése

renamed engine.DrawMode
Updated what's new

David Catuhe 7 éve
szülő
commit
da4569ce39

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 4534 - 4534
dist/preview release/babylon.d.ts


A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 1 - 1
dist/preview release/babylon.js


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

@@ -12499,7 +12499,7 @@ var BABYLON;
             this.applyStates();
             this._drawCalls.addCount(1, false);
             // Render
-            var drawMode = this.DrawMode(fillMode);
+            var drawMode = this._drawMode(fillMode);
             var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
             var mult = this._uintIndicesCurrentlySet ? 4 : 2;
             if (instancesCount) {
@@ -12513,7 +12513,7 @@ var BABYLON;
             // Apply states
             this.applyStates();
             this._drawCalls.addCount(1, false);
-            var drawMode = this.DrawMode(fillMode);
+            var drawMode = this._drawMode(fillMode);
             if (instancesCount) {
                 this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
             }
@@ -12521,7 +12521,7 @@ var BABYLON;
                 this._gl.drawArrays(drawMode, verticesStart, verticesCount);
             }
         };
-        Engine.prototype.DrawMode = function (fillMode) {
+        Engine.prototype._drawMode = function (fillMode) {
             switch (fillMode) {
                 // Triangle views
                 case BABYLON.Material.TriangleFillMode:

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 1 - 1
dist/preview release/babylon.worker.js


+ 3 - 3
dist/preview release/es6.js

@@ -12472,7 +12472,7 @@ var BABYLON;
             this.applyStates();
             this._drawCalls.addCount(1, false);
             // Render
-            var drawMode = this.DrawMode(fillMode);
+            var drawMode = this._drawMode(fillMode);
             var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
             var mult = this._uintIndicesCurrentlySet ? 4 : 2;
             if (instancesCount) {
@@ -12486,7 +12486,7 @@ var BABYLON;
             // Apply states
             this.applyStates();
             this._drawCalls.addCount(1, false);
-            var drawMode = this.DrawMode(fillMode);
+            var drawMode = this._drawMode(fillMode);
             if (instancesCount) {
                 this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
             }
@@ -12494,7 +12494,7 @@ var BABYLON;
                 this._gl.drawArrays(drawMode, verticesStart, verticesCount);
             }
         };
-        Engine.prototype.DrawMode = function (fillMode) {
+        Engine.prototype._drawMode = function (fillMode) {
             switch (fillMode) {
                 // Triangle views
                 case BABYLON.Material.TriangleFillMode:

+ 2 - 1
dist/preview release/what's new.md

@@ -15,7 +15,8 @@
 - Added [GlowLayer](https://doc.babylonjs.com/how_to/glow_layer) to easily support glow from emissive materials ([sebavan](https://github.com/sebavan))
 - New [AssetContainer](http://doc.babylonjs.com/how_to/how_to_use_assetcontainer) Class and loading methods ([trevordev](https://github.com/trevordev))
 - Added depth of field, sharpening, MSAA, chromatic aberration and grain effect to the default pipeline ([trevordev](https://github.com/trevordev))
-- Particle System SubEmitters- Spawn new Sub emitter when particles dies. Cone/Sphere shapes emitters ([IbraheemOsama](https://github.com/IbraheemOsama))
+- Added [particle system SubEmitters](http://doc.babylonjs.com/babylon101/particles#sub-emitters) which will spawn new particle systems when particles dies ([IbraheemOsama](https://github.com/IbraheemOsama))
+- New [particle system emitter shapes](http://doc.babylonjs.com/babylon101/particles#particles-shapes): cone and sphere ([IbraheemOsama](https://github.com/IbraheemOsama))
 - New [Babylon.js](http://doc.babylonjs.com/resources/maya) and [glTF](http://doc.babylonjs.com/resources/maya_to_gltf) exporter for Autodesk Maya ([Noalak](https://github.com/Noalak))
 - New [glTF exporter](http://doc.babylonjs.com/resources/3dsmax_to_gltf) for Autodesk 3dsmax ([Noalak](https://github.com/Noalak))
 

+ 3 - 3
src/Engine/babylon.engine.ts

@@ -2634,7 +2634,7 @@
             this._drawCalls.addCount(1, false);
             // Render
 
-            const drawMode = this.DrawMode(fillMode);
+            const drawMode = this._drawMode(fillMode);
             var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
             var mult = this._uintIndicesCurrentlySet ? 4 : 2;
             if (instancesCount) {
@@ -2649,7 +2649,7 @@
             this.applyStates();
             this._drawCalls.addCount(1, false);
 
-            const drawMode = this.DrawMode(fillMode);
+            const drawMode = this._drawMode(fillMode);
             if (instancesCount) {
                 this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
             } else {
@@ -2657,7 +2657,7 @@
             }
         }
 
-        private DrawMode(fillMode: number): number {
+        private _drawMode(fillMode: number): number {
             switch (fillMode) {
                 // Triangle views
                 case Material.TriangleFillMode: