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Changing how materials dispose textures

David Catuhe 9 gadi atpakaļ
vecāks
revīzija
dbca4a3d38

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 2 - 2
dist/preview release/babylon.core.js


Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 2342 - 2342
dist/preview release/babylon.d.ts


Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 4 - 4
dist/preview release/babylon.js


+ 0 - 4
dist/preview release/babylon.max.js

@@ -22654,7 +22654,6 @@ var BABYLON;
             return result;
         };
         Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
-            if (forceDisposeTextures === void 0) { forceDisposeTextures = true; }
             // Animations
             this.getScene().stopAnimation(this);
             // Remove from scene
@@ -23451,7 +23450,6 @@ var BABYLON;
             return results;
         };
         StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
-            if (forceDisposeTextures === void 0) { forceDisposeTextures = true; }
             if (forceDisposeTextures) {
                 if (this.diffuseTexture) {
                     this.diffuseTexture.dispose();
@@ -34596,7 +34594,6 @@ var BABYLON;
             return newShaderMaterial;
         };
         ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
-            if (forceDisposeTextures === void 0) { forceDisposeTextures = true; }
             if (forceDisposeTextures) {
                 for (var name in this._textures) {
                     this._textures[name].dispose();
@@ -45705,7 +45702,6 @@ var BABYLON;
             return results;
         };
         PBRMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
-            if (forceDisposeTextures === void 0) { forceDisposeTextures = true; }
             if (forceDisposeTextures) {
                 if (this.albedoTexture) {
                     this.albedoTexture.dispose();

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 4 - 4
dist/preview release/babylon.noworker.js


+ 1 - 0
dist/preview release/what's new.md

@@ -42,3 +42,4 @@
   - **Breaking changes**
     - `VertexData.CreateLines()` removed as `MeshBuilder.CreateLines()` now calls `MeshBuilder.CreateLineSystem()`
     - `scene.onNewXXXAdded` and `scene.onXXXRemoved' callbacks were removed and replaced by `scene.onNewXXXAddedObservable` and `scene.onXXXRemovedObservable`
+    - `Material.dispose` does not dispose textures by default. You have to call `material.dispose(false, true)` to get the previous behavior.

+ 0 - 1
src/Materials/babylon.material.js

@@ -222,7 +222,6 @@ var BABYLON;
             return result;
         };
         Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
-            if (forceDisposeTextures === void 0) { forceDisposeTextures = true; }
             // Animations
             this.getScene().stopAnimation(this);
             // Remove from scene

+ 1 - 1
src/Materials/babylon.material.ts

@@ -269,7 +269,7 @@
             return result;
         }
 
-        public dispose(forceDisposeEffect?: boolean, forceDisposeTextures: boolean = true): void {
+        public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void {
             // Animations
             this.getScene().stopAnimation(this);
 

+ 0 - 1
src/Materials/babylon.pbrMaterial.js

@@ -1005,7 +1005,6 @@ var BABYLON;
             return results;
         };
         PBRMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
-            if (forceDisposeTextures === void 0) { forceDisposeTextures = true; }
             if (forceDisposeTextures) {
                 if (this.albedoTexture) {
                     this.albedoTexture.dispose();

+ 1 - 1
src/Materials/babylon.pbrMaterial.ts

@@ -1322,7 +1322,7 @@
             return results;
         }
 
-        public dispose(forceDisposeEffect?: boolean, forceDisposeTextures: boolean = true): void {
+        public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void {
             if (forceDisposeTextures) {
                 if (this.albedoTexture) {
                     this.albedoTexture.dispose();

+ 0 - 1
src/Materials/babylon.shaderMaterial.js

@@ -220,7 +220,6 @@ var BABYLON;
             return newShaderMaterial;
         };
         ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
-            if (forceDisposeTextures === void 0) { forceDisposeTextures = true; }
             if (forceDisposeTextures) {
                 for (var name in this._textures) {
                     this._textures[name].dispose();

+ 1 - 1
src/Materials/babylon.shaderMaterial.ts

@@ -283,7 +283,7 @@
             return newShaderMaterial;
         }
 
-        public dispose(forceDisposeEffect?: boolean, forceDisposeTextures: boolean = true): void {
+        public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void {
 
             if (forceDisposeTextures) {
                 for (var name in this._textures) {

+ 0 - 1
src/Materials/babylon.standardMaterial.js

@@ -694,7 +694,6 @@ var BABYLON;
             return results;
         };
         StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
-            if (forceDisposeTextures === void 0) { forceDisposeTextures = true; }
             if (forceDisposeTextures) {
                 if (this.diffuseTexture) {
                     this.diffuseTexture.dispose();

+ 1 - 1
src/Materials/babylon.standardMaterial.ts

@@ -898,7 +898,7 @@
             return results;
         }
 
-        public dispose(forceDisposeEffect?: boolean, forceDisposeTextures: boolean = true): void {
+        public dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void {
             if (forceDisposeTextures) {
                 if (this.diffuseTexture) {
                     this.diffuseTexture.dispose();