Browse Source

Fix followCamera bis!

David Catuhe 8 years ago
parent
commit
edad201774

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/babylon.core.js


+ 353 - 353
dist/preview release/babylon.d.ts

@@ -3500,75 +3500,6 @@ declare module BABYLON {
     }
 }
 
-declare module BABYLON.Debug {
-    class AxesViewer {
-        private _xline;
-        private _yline;
-        private _zline;
-        private _xmesh;
-        private _ymesh;
-        private _zmesh;
-        scene: Scene;
-        scaleLines: number;
-        constructor(scene: Scene, scaleLines?: number);
-        update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON.Debug {
-    class BoneAxesViewer extends Debug.AxesViewer {
-        mesh: Mesh;
-        bone: Bone;
-        pos: Vector3;
-        xaxis: Vector3;
-        yaxis: Vector3;
-        zaxis: Vector3;
-        constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
-        update(): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class DebugLayer {
-        private _scene;
-        static InspectorURL: string;
-        private _inspector;
-        constructor(scene: Scene);
-        /** Creates the inspector window. */
-        private _createInspector(popup?);
-        isVisible(): boolean;
-        hide(): void;
-        show(popup?: boolean): void;
-    }
-}
-
-declare module BABYLON.Debug {
-    /**
-    * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
-    */
-    class SkeletonViewer {
-        skeleton: Skeleton;
-        mesh: AbstractMesh;
-        autoUpdateBonesMatrices: boolean;
-        renderingGroupId: number;
-        color: Color3;
-        private _scene;
-        private _debugLines;
-        private _debugMesh;
-        private _isEnabled;
-        private _renderFunction;
-        constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
-        isEnabled: boolean;
-        private _getBonePosition(position, bone, meshMat, x?, y?, z?);
-        private _getLinesForBonesWithLength(bones, meshMat);
-        private _getLinesForBonesNoLength(bones, meshMat);
-        update(): void;
-        dispose(): void;
-    }
-}
-
 declare module BABYLON {
     class BoundingBox implements ICullable {
         minimum: Vector3;
@@ -4010,6 +3941,75 @@ declare module BABYLON {
     }
 }
 
+declare module BABYLON.Debug {
+    class AxesViewer {
+        private _xline;
+        private _yline;
+        private _zline;
+        private _xmesh;
+        private _ymesh;
+        private _zmesh;
+        scene: Scene;
+        scaleLines: number;
+        constructor(scene: Scene, scaleLines?: number);
+        update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON.Debug {
+    class BoneAxesViewer extends Debug.AxesViewer {
+        mesh: Mesh;
+        bone: Bone;
+        pos: Vector3;
+        xaxis: Vector3;
+        yaxis: Vector3;
+        zaxis: Vector3;
+        constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
+        update(): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
+    class DebugLayer {
+        private _scene;
+        static InspectorURL: string;
+        private _inspector;
+        constructor(scene: Scene);
+        /** Creates the inspector window. */
+        private _createInspector(popup?);
+        isVisible(): boolean;
+        hide(): void;
+        show(popup?: boolean): void;
+    }
+}
+
+declare module BABYLON.Debug {
+    /**
+    * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
+    */
+    class SkeletonViewer {
+        skeleton: Skeleton;
+        mesh: AbstractMesh;
+        autoUpdateBonesMatrices: boolean;
+        renderingGroupId: number;
+        color: Color3;
+        private _scene;
+        private _debugLines;
+        private _debugMesh;
+        private _isEnabled;
+        private _renderFunction;
+        constructor(skeleton: Skeleton, mesh: AbstractMesh, scene: Scene, autoUpdateBonesMatrices?: boolean, renderingGroupId?: number);
+        isEnabled: boolean;
+        private _getBonePosition(position, bone, meshMat, x?, y?, z?);
+        private _getLinesForBonesWithLength(bones, meshMat);
+        private _getLinesForBonesNoLength(bones, meshMat);
+        update(): void;
+        dispose(): void;
+    }
+}
+
 declare module BABYLON {
     class DirectionalLight extends Light implements IShadowLight {
         position: Vector3;
@@ -9352,69 +9352,306 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class AnaglyphPostProcess extends PostProcess {
-        private _passedProcess;
-        constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
-    }
-}
-
-declare module BABYLON {
-    class BlackAndWhitePostProcess extends PostProcess {
-        constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
-    }
-}
-
-declare module BABYLON {
-    class BlurPostProcess extends PostProcess {
-        direction: Vector2;
-        blurWidth: number;
-        constructor(name: string, direction: Vector2, blurWidth: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
-    }
-}
-
-declare module BABYLON {
-    class ColorCorrectionPostProcess extends PostProcess {
-        private _colorTableTexture;
-        constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
-    }
-}
-
-declare module BABYLON {
-    class ConvolutionPostProcess extends PostProcess {
-        kernel: number[];
-        constructor(name: string, kernel: number[], options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
-        static EdgeDetect0Kernel: number[];
-        static EdgeDetect1Kernel: number[];
-        static EdgeDetect2Kernel: number[];
-        static SharpenKernel: number[];
-        static EmbossKernel: number[];
-        static GaussianKernel: number[];
+    class BoundingBoxRenderer {
+        frontColor: Color3;
+        backColor: Color3;
+        showBackLines: boolean;
+        renderList: SmartArray<BoundingBox>;
+        private _scene;
+        private _colorShader;
+        private _vertexBuffers;
+        private _indexBuffer;
+        constructor(scene: Scene);
+        private _prepareRessources();
+        reset(): void;
+        render(): void;
+        dispose(): void;
     }
 }
 
 declare module BABYLON {
-    class DisplayPassPostProcess extends PostProcess {
-        constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
+    class DepthRenderer {
+        private _scene;
+        private _depthMap;
+        private _effect;
+        private _viewMatrix;
+        private _projectionMatrix;
+        private _transformMatrix;
+        private _worldViewProjection;
+        private _cachedDefines;
+        constructor(scene: Scene, type?: number);
+        isReady(subMesh: SubMesh, useInstances: boolean): boolean;
+        getDepthMap(): RenderTargetTexture;
+        dispose(): void;
     }
 }
 
 declare module BABYLON {
-    class FilterPostProcess extends PostProcess {
-        kernelMatrix: Matrix;
-        constructor(name: string, kernelMatrix: Matrix, options: number | PostProcessOptions, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
+    class EdgesRenderer {
+        edgesWidthScalerForOrthographic: number;
+        edgesWidthScalerForPerspective: number;
+        private _source;
+        private _linesPositions;
+        private _linesNormals;
+        private _linesIndices;
+        private _epsilon;
+        private _indicesCount;
+        private _lineShader;
+        private _ib;
+        private _buffers;
+        private _checkVerticesInsteadOfIndices;
+        constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
+        private _prepareRessources();
+        dispose(): void;
+        private _processEdgeForAdjacencies(pa, pb, p0, p1, p2);
+        private _processEdgeForAdjacenciesWithVertices(pa, pb, p0, p1, p2);
+        private _checkEdge(faceIndex, edge, faceNormals, p0, p1);
+        _generateEdgesLines(): void;
+        render(): void;
     }
 }
 
 declare module BABYLON {
-    class FxaaPostProcess extends PostProcess {
-        texelWidth: number;
-        texelHeight: number;
-        constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
+    class OutlineRenderer {
+        private _scene;
+        private _effect;
+        private _cachedDefines;
+        constructor(scene: Scene);
+        render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
+        isReady(subMesh: SubMesh, useInstances: boolean): boolean;
     }
 }
 
 declare module BABYLON {
-    class HDRRenderingPipeline extends PostProcessRenderPipeline implements IDisposable {
+    class RenderingGroup {
+        index: number;
+        private _scene;
+        private _opaqueSubMeshes;
+        private _transparentSubMeshes;
+        private _alphaTestSubMeshes;
+        private _particleSystems;
+        private _spriteManagers;
+        private _activeVertices;
+        private _opaqueSortCompareFn;
+        private _alphaTestSortCompareFn;
+        private _transparentSortCompareFn;
+        private _renderOpaque;
+        private _renderAlphaTest;
+        private _renderTransparent;
+        onBeforeTransparentRendering: () => void;
+        /**
+         * Set the opaque sort comparison function.
+         * If null the sub meshes will be render in the order they were created
+         */
+        opaqueSortCompareFn: (a: SubMesh, b: SubMesh) => number;
+        /**
+         * Set the alpha test sort comparison function.
+         * If null the sub meshes will be render in the order they were created
+         */
+        alphaTestSortCompareFn: (a: SubMesh, b: SubMesh) => number;
+        /**
+         * Set the transparent sort comparison function.
+         * If null the sub meshes will be render in the order they were created
+         */
+        transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number;
+        /**
+         * Creates a new rendering group.
+         * @param index The rendering group index
+         * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
+         * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
+         * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
+         */
+        constructor(index: number, scene: Scene, opaqueSortCompareFn?: (a: SubMesh, b: SubMesh) => number, alphaTestSortCompareFn?: (a: SubMesh, b: SubMesh) => number, transparentSortCompareFn?: (a: SubMesh, b: SubMesh) => number);
+        /**
+         * Render all the sub meshes contained in the group.
+         * @param customRenderFunction Used to override the default render behaviour of the group.
+         * @returns true if rendered some submeshes.
+         */
+        render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, renderSprites: boolean, renderParticles: boolean, activeMeshes: AbstractMesh[]): void;
+        /**
+         * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
+         * @param subMeshes The submeshes to render
+         */
+        private renderOpaqueSorted(subMeshes);
+        /**
+         * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
+         * @param subMeshes The submeshes to render
+         */
+        private renderAlphaTestSorted(subMeshes);
+        /**
+         * Renders the opaque submeshes in the order from the transparentSortCompareFn.
+         * @param subMeshes The submeshes to render
+         */
+        private renderTransparentSorted(subMeshes);
+        /**
+         * Renders the submeshes in a specified order.
+         * @param subMeshes The submeshes to sort before render
+         * @param sortCompareFn The comparison function use to sort
+         * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
+         * @param transparent Specifies to activate blending if true
+         */
+        private static renderSorted(subMeshes, sortCompareFn, cameraPosition, transparent);
+        /**
+         * Renders the submeshes in the order they were dispatched (no sort applied).
+         * @param subMeshes The submeshes to render
+         */
+        private static renderUnsorted(subMeshes);
+        /**
+         * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
+         * are rendered back to front if in the same alpha index.
+         *
+         * @param a The first submesh
+         * @param b The second submesh
+         * @returns The result of the comparison
+         */
+        static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
+        /**
+         * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
+         * are rendered back to front.
+         *
+         * @param a The first submesh
+         * @param b The second submesh
+         * @returns The result of the comparison
+         */
+        static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
+        /**
+         * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
+         * are rendered front to back (prevent overdraw).
+         *
+         * @param a The first submesh
+         * @param b The second submesh
+         * @returns The result of the comparison
+         */
+        static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
+        /**
+         * Resets the different lists of submeshes to prepare a new frame.
+         */
+        prepare(): void;
+        /**
+         * Inserts the submesh in its correct queue depending on its material.
+         * @param subMesh The submesh to dispatch
+         */
+        dispatch(subMesh: SubMesh): void;
+        dispatchSprites(spriteManager: SpriteManager): void;
+        dispatchParticles(particleSystem: ParticleSystem): void;
+        private _renderParticles(activeMeshes);
+        private _renderSprites();
+    }
+}
+
+declare module BABYLON {
+    class RenderingManager {
+        /**
+         * The max id used for rendering groups (not included)
+         */
+        static MAX_RENDERINGGROUPS: number;
+        /**
+         * The min id used for rendering groups (included)
+         */
+        static MIN_RENDERINGGROUPS: number;
+        private _scene;
+        private _renderingGroups;
+        private _depthStencilBufferAlreadyCleaned;
+        private _currentIndex;
+        private _autoClearDepthStencil;
+        private _customOpaqueSortCompareFn;
+        private _customAlphaTestSortCompareFn;
+        private _customTransparentSortCompareFn;
+        private _renderinGroupInfo;
+        constructor(scene: Scene);
+        private _clearDepthStencilBuffer(depth?, stencil?);
+        render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
+        reset(): void;
+        private _prepareRenderingGroup(renderingGroupId);
+        dispatchSprites(spriteManager: SpriteManager): void;
+        dispatchParticles(particleSystem: ParticleSystem): void;
+        dispatch(subMesh: SubMesh): void;
+        /**
+         * Overrides the default sort function applied in the renderging group to prepare the meshes.
+         * This allowed control for front to back rendering or reversly depending of the special needs.
+         *
+         * @param renderingGroupId The rendering group id corresponding to its index
+         * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
+         * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
+         * @param transparentSortCompareFn The transparent queue comparison function use to sort.
+         */
+        setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: (a: SubMesh, b: SubMesh) => number, alphaTestSortCompareFn?: (a: SubMesh, b: SubMesh) => number, transparentSortCompareFn?: (a: SubMesh, b: SubMesh) => number): void;
+        /**
+         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
+         *
+         * @param renderingGroupId The rendering group id corresponding to its index
+         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
+         * @param depth Automatically clears depth between groups if true and autoClear is true.
+         * @param stencil Automatically clears stencil between groups if true and autoClear is true.
+         */
+        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
+    }
+}
+
+declare module BABYLON {
+    class AnaglyphPostProcess extends PostProcess {
+        private _passedProcess;
+        constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
+    }
+}
+
+declare module BABYLON {
+    class BlackAndWhitePostProcess extends PostProcess {
+        constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
+    }
+}
+
+declare module BABYLON {
+    class BlurPostProcess extends PostProcess {
+        direction: Vector2;
+        blurWidth: number;
+        constructor(name: string, direction: Vector2, blurWidth: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
+    }
+}
+
+declare module BABYLON {
+    class ColorCorrectionPostProcess extends PostProcess {
+        private _colorTableTexture;
+        constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
+    }
+}
+
+declare module BABYLON {
+    class ConvolutionPostProcess extends PostProcess {
+        kernel: number[];
+        constructor(name: string, kernel: number[], options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
+        static EdgeDetect0Kernel: number[];
+        static EdgeDetect1Kernel: number[];
+        static EdgeDetect2Kernel: number[];
+        static SharpenKernel: number[];
+        static EmbossKernel: number[];
+        static GaussianKernel: number[];
+    }
+}
+
+declare module BABYLON {
+    class DisplayPassPostProcess extends PostProcess {
+        constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
+    }
+}
+
+declare module BABYLON {
+    class FilterPostProcess extends PostProcess {
+        kernelMatrix: Matrix;
+        constructor(name: string, kernelMatrix: Matrix, options: number | PostProcessOptions, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
+    }
+}
+
+declare module BABYLON {
+    class FxaaPostProcess extends PostProcess {
+        texelWidth: number;
+        texelHeight: number;
+        constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
+    }
+}
+
+declare module BABYLON {
+    class HDRRenderingPipeline extends PostProcessRenderPipeline implements IDisposable {
         /**
         * Public members
         */
@@ -10027,243 +10264,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class BoundingBoxRenderer {
-        frontColor: Color3;
-        backColor: Color3;
-        showBackLines: boolean;
-        renderList: SmartArray<BoundingBox>;
-        private _scene;
-        private _colorShader;
-        private _vertexBuffers;
-        private _indexBuffer;
-        constructor(scene: Scene);
-        private _prepareRessources();
-        reset(): void;
-        render(): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class DepthRenderer {
-        private _scene;
-        private _depthMap;
-        private _effect;
-        private _viewMatrix;
-        private _projectionMatrix;
-        private _transformMatrix;
-        private _worldViewProjection;
-        private _cachedDefines;
-        constructor(scene: Scene, type?: number);
-        isReady(subMesh: SubMesh, useInstances: boolean): boolean;
-        getDepthMap(): RenderTargetTexture;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
-    class EdgesRenderer {
-        edgesWidthScalerForOrthographic: number;
-        edgesWidthScalerForPerspective: number;
-        private _source;
-        private _linesPositions;
-        private _linesNormals;
-        private _linesIndices;
-        private _epsilon;
-        private _indicesCount;
-        private _lineShader;
-        private _ib;
-        private _buffers;
-        private _checkVerticesInsteadOfIndices;
-        constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
-        private _prepareRessources();
-        dispose(): void;
-        private _processEdgeForAdjacencies(pa, pb, p0, p1, p2);
-        private _processEdgeForAdjacenciesWithVertices(pa, pb, p0, p1, p2);
-        private _checkEdge(faceIndex, edge, faceNormals, p0, p1);
-        _generateEdgesLines(): void;
-        render(): void;
-    }
-}
-
-declare module BABYLON {
-    class OutlineRenderer {
-        private _scene;
-        private _effect;
-        private _cachedDefines;
-        constructor(scene: Scene);
-        render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
-        isReady(subMesh: SubMesh, useInstances: boolean): boolean;
-    }
-}
-
-declare module BABYLON {
-    class RenderingGroup {
-        index: number;
-        private _scene;
-        private _opaqueSubMeshes;
-        private _transparentSubMeshes;
-        private _alphaTestSubMeshes;
-        private _particleSystems;
-        private _spriteManagers;
-        private _activeVertices;
-        private _opaqueSortCompareFn;
-        private _alphaTestSortCompareFn;
-        private _transparentSortCompareFn;
-        private _renderOpaque;
-        private _renderAlphaTest;
-        private _renderTransparent;
-        onBeforeTransparentRendering: () => void;
-        /**
-         * Set the opaque sort comparison function.
-         * If null the sub meshes will be render in the order they were created
-         */
-        opaqueSortCompareFn: (a: SubMesh, b: SubMesh) => number;
-        /**
-         * Set the alpha test sort comparison function.
-         * If null the sub meshes will be render in the order they were created
-         */
-        alphaTestSortCompareFn: (a: SubMesh, b: SubMesh) => number;
-        /**
-         * Set the transparent sort comparison function.
-         * If null the sub meshes will be render in the order they were created
-         */
-        transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number;
-        /**
-         * Creates a new rendering group.
-         * @param index The rendering group index
-         * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
-         * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
-         * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
-         */
-        constructor(index: number, scene: Scene, opaqueSortCompareFn?: (a: SubMesh, b: SubMesh) => number, alphaTestSortCompareFn?: (a: SubMesh, b: SubMesh) => number, transparentSortCompareFn?: (a: SubMesh, b: SubMesh) => number);
-        /**
-         * Render all the sub meshes contained in the group.
-         * @param customRenderFunction Used to override the default render behaviour of the group.
-         * @returns true if rendered some submeshes.
-         */
-        render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, renderSprites: boolean, renderParticles: boolean, activeMeshes: AbstractMesh[]): void;
-        /**
-         * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
-         * @param subMeshes The submeshes to render
-         */
-        private renderOpaqueSorted(subMeshes);
-        /**
-         * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
-         * @param subMeshes The submeshes to render
-         */
-        private renderAlphaTestSorted(subMeshes);
-        /**
-         * Renders the opaque submeshes in the order from the transparentSortCompareFn.
-         * @param subMeshes The submeshes to render
-         */
-        private renderTransparentSorted(subMeshes);
-        /**
-         * Renders the submeshes in a specified order.
-         * @param subMeshes The submeshes to sort before render
-         * @param sortCompareFn The comparison function use to sort
-         * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
-         * @param transparent Specifies to activate blending if true
-         */
-        private static renderSorted(subMeshes, sortCompareFn, cameraPosition, transparent);
-        /**
-         * Renders the submeshes in the order they were dispatched (no sort applied).
-         * @param subMeshes The submeshes to render
-         */
-        private static renderUnsorted(subMeshes);
-        /**
-         * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
-         * are rendered back to front if in the same alpha index.
-         *
-         * @param a The first submesh
-         * @param b The second submesh
-         * @returns The result of the comparison
-         */
-        static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
-        /**
-         * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
-         * are rendered back to front.
-         *
-         * @param a The first submesh
-         * @param b The second submesh
-         * @returns The result of the comparison
-         */
-        static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
-        /**
-         * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
-         * are rendered front to back (prevent overdraw).
-         *
-         * @param a The first submesh
-         * @param b The second submesh
-         * @returns The result of the comparison
-         */
-        static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
-        /**
-         * Resets the different lists of submeshes to prepare a new frame.
-         */
-        prepare(): void;
-        /**
-         * Inserts the submesh in its correct queue depending on its material.
-         * @param subMesh The submesh to dispatch
-         */
-        dispatch(subMesh: SubMesh): void;
-        dispatchSprites(spriteManager: SpriteManager): void;
-        dispatchParticles(particleSystem: ParticleSystem): void;
-        private _renderParticles(activeMeshes);
-        private _renderSprites();
-    }
-}
-
-declare module BABYLON {
-    class RenderingManager {
-        /**
-         * The max id used for rendering groups (not included)
-         */
-        static MAX_RENDERINGGROUPS: number;
-        /**
-         * The min id used for rendering groups (included)
-         */
-        static MIN_RENDERINGGROUPS: number;
-        private _scene;
-        private _renderingGroups;
-        private _depthStencilBufferAlreadyCleaned;
-        private _currentIndex;
-        private _autoClearDepthStencil;
-        private _customOpaqueSortCompareFn;
-        private _customAlphaTestSortCompareFn;
-        private _customTransparentSortCompareFn;
-        private _renderinGroupInfo;
-        constructor(scene: Scene);
-        private _clearDepthStencilBuffer(depth?, stencil?);
-        render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
-        reset(): void;
-        private _prepareRenderingGroup(renderingGroupId);
-        dispatchSprites(spriteManager: SpriteManager): void;
-        dispatchParticles(particleSystem: ParticleSystem): void;
-        dispatch(subMesh: SubMesh): void;
-        /**
-         * Overrides the default sort function applied in the renderging group to prepare the meshes.
-         * This allowed control for front to back rendering or reversly depending of the special needs.
-         *
-         * @param renderingGroupId The rendering group id corresponding to its index
-         * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
-         * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
-         * @param transparentSortCompareFn The transparent queue comparison function use to sort.
-         */
-        setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: (a: SubMesh, b: SubMesh) => number, alphaTestSortCompareFn?: (a: SubMesh, b: SubMesh) => number, transparentSortCompareFn?: (a: SubMesh, b: SubMesh) => number): void;
-        /**
-         * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
-         *
-         * @param renderingGroupId The rendering group id corresponding to its index
-         * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
-         * @param depth Automatically clears depth between groups if true and autoClear is true.
-         * @param stencil Automatically clears stencil between groups if true and autoClear is true.
-         */
-        setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
-    }
-}
-
-declare module BABYLON {
     class Sprite {
         name: string;
         position: Vector3;

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/babylon.js


+ 5 - 4
dist/preview release/babylon.max.js

@@ -16207,10 +16207,11 @@ var BABYLON;
                 yRotation = cameraTarget.rotation.y;
             }
             var radians = this.getRadians(this.rotationOffset) + yRotation;
-            var targetX = cameraTarget.position.x + Math.sin(radians) * this.radius;
-            var targetZ = cameraTarget.position.z + Math.cos(radians) * this.radius;
+            var targetPosition = cameraTarget.getAbsolutePosition();
+            var targetX = targetPosition.x + Math.sin(radians) * this.radius;
+            var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
             var dx = targetX - this.position.x;
-            var dy = (cameraTarget.position.y + this.heightOffset) - this.position.y;
+            var dy = (targetPosition.y + this.heightOffset) - this.position.y;
             var dz = (targetZ) - this.position.z;
             var vx = dx * this.cameraAcceleration * 2; //this is set to .05
             var vy = dy * this.cameraAcceleration;
@@ -16225,7 +16226,7 @@ var BABYLON;
                 vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
             }
             this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
-            this.setTarget(cameraTarget.position);
+            this.setTarget(targetPosition);
         };
         FollowCamera.prototype._checkInputs = function () {
             _super.prototype._checkInputs.call(this);

File diff suppressed because it is too large
+ 1 - 1
dist/preview release/babylon.noworker.js


+ 5 - 4
src/Cameras/babylon.followCamera.ts

@@ -41,11 +41,12 @@
                 yRotation = cameraTarget.rotation.y;
             }
             var radians = this.getRadians(this.rotationOffset) + yRotation;
-            var targetX: number = cameraTarget.position.x + Math.sin(radians) * this.radius;
+            var targetPosition = cameraTarget.getAbsolutePosition();
+            var targetX: number = targetPosition.x + Math.sin(radians) * this.radius;
 
-            var targetZ: number = cameraTarget.position.z + Math.cos(radians) * this.radius;
+            var targetZ: number = targetPosition.z + Math.cos(radians) * this.radius;
             var dx: number = targetX - this.position.x;
-            var dy: number = (cameraTarget.position.y + this.heightOffset) - this.position.y;
+            var dy: number = (targetPosition.y + this.heightOffset) - this.position.y;
             var dz: number = (targetZ) - this.position.z;
             var vx: number = dx * this.cameraAcceleration * 2;//this is set to .05
             var vy: number = dy * this.cameraAcceleration;
@@ -64,7 +65,7 @@
             }
 
             this.position = new Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
-            this.setTarget(cameraTarget.position);
+            this.setTarget(targetPosition);
         }
 
         public _checkInputs(): void {