فهرست منبع

Merge branch 'master' into whatsNewDefaultPipeline

Trevor Baron 7 سال پیش
والد
کامیت
fa8f0cca58

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 17222 - 17222
Playground/babylon.d.txt


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 14997 - 14997
dist/preview release/babylon.d.ts


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 3 - 3
dist/preview release/babylon.js


+ 2 - 0
dist/preview release/babylon.max.js

@@ -19728,6 +19728,7 @@ var BABYLON;
          */
         Light.prototype.getWorldMatrix = function () {
             this._currentRenderId = this.getScene().getRenderId();
+            this._childRenderId = this._currentRenderId;
             var worldMatrix = this._getWorldMatrix();
             if (this.parent && this.parent.getWorldMatrix) {
                 if (!this._parentedWorldMatrix) {
@@ -20484,6 +20485,7 @@ var BABYLON;
             this.updateCache();
             this._computedViewMatrix = this._getViewMatrix();
             this._currentRenderId = this.getScene().getRenderId();
+            this._childRenderId = this._currentRenderId;
             this._refreshFrustumPlanes = true;
             if (!this.parent || !this.parent.getWorldMatrix) {
                 this._globalPosition.copyFrom(this.position);

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 3 - 3
dist/preview release/babylon.worker.js


+ 2 - 0
dist/preview release/es6.js

@@ -19695,6 +19695,7 @@ var BABYLON;
          */
         Light.prototype.getWorldMatrix = function () {
             this._currentRenderId = this.getScene().getRenderId();
+            this._childRenderId = this._currentRenderId;
             var worldMatrix = this._getWorldMatrix();
             if (this.parent && this.parent.getWorldMatrix) {
                 if (!this._parentedWorldMatrix) {
@@ -20451,6 +20452,7 @@ var BABYLON;
             this.updateCache();
             this._computedViewMatrix = this._getViewMatrix();
             this._currentRenderId = this.getScene().getRenderId();
+            this._childRenderId = this._currentRenderId;
             this._refreshFrustumPlanes = true;
             if (!this.parent || !this.parent.getWorldMatrix) {
                 this._globalPosition.copyFrom(this.position);

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 7 - 7
dist/preview release/viewer/babylon.viewer.js


+ 2 - 0
dist/preview release/viewer/babylon.viewer.max.js

@@ -19816,6 +19816,7 @@ var BABYLON;
          */
         Light.prototype.getWorldMatrix = function () {
             this._currentRenderId = this.getScene().getRenderId();
+            this._childRenderId = this._currentRenderId;
             var worldMatrix = this._getWorldMatrix();
             if (this.parent && this.parent.getWorldMatrix) {
                 if (!this._parentedWorldMatrix) {
@@ -20572,6 +20573,7 @@ var BABYLON;
             this.updateCache();
             this._computedViewMatrix = this._getViewMatrix();
             this._currentRenderId = this.getScene().getRenderId();
+            this._childRenderId = this._currentRenderId;
             this._refreshFrustumPlanes = true;
             if (!this.parent || !this.parent.getWorldMatrix) {
                 this._globalPosition.copyFrom(this.position);

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

@@ -13,14 +13,14 @@
 - Added [VideoDome](http://doc.babylonjs.com/how_to/360videodome) class to easily support 360 videos. Demo [here](https://www.babylonjs-playground.com/frame.html#1E9JQ8#7) ([DavidHGillen](https://github.com/DavidHGillen))
 - Added [GlowLayer](https://doc.babylonjs.com/how_to/glow_layer) to easily support glow from emissive materials. Demo [here](http://www.babylonjs.com/demos/GlowLayer/) ([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](https://www.babylonjs-playground.com/frame.html#8F5HYV#9), sharpening, MSAA, chromatic aberration and grain effect to the [default pipeline](https://www.babylonjs-playground.com/#Y3C0HQ#146) ([trevordev](https://github.com/trevordev))
+- Added [depth of field](https://www.babylonjs-playground.com/frame.html#8F5HYV#9), [sharpening, MSAA, chromatic aberration and grain effect](https://www.babylonjs-playground.com/#Y3C0HQ#146) to the default pipeline ([trevordev](https://github.com/trevordev))
 - Added support for [animation weights](http://doc.babylonjs.com/babylon101/animations#animation-weights). Demo [here](https://www.babylonjs-playground.com/#IQN716#9) ([deltakosh](https://github.com/deltakosh))
 - Added [sub emitters for particle system](http://doc.babylonjs.com/babylon101/particles#sub-emitters) which will spawn new particle systems when particles dies. Demo [here](https://www.babylonjs-playground.com/frame.html#9NHBCC#1) ([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 [serializer](https://github.com/BabylonJS/Babylon.js/tree/master/serializers/src/glTF/2.0). You can now export glTF or glb files directly from a Babylon scene ([kcoley](https://github.com/kcoley))
 - New [glTF exporter](http://doc.babylonjs.com/resources/3dsmax_to_gltf) for Autodesk 3dsmax ([Noalak](https://github.com/Noalak))
 - Physics - Latest production version of Oimo.js is being used - 1.0.9 ([RaananW](https://github.com/RaananW))
-- Shadows - Introduces [PCF](https://doc.babylonjs.com/babylon101/shadows#percentage-closer-filtering-webgl2-only) and [PCSS](https://doc.babylonjs.com/babylon101/shadows#contact-hardening-shadow-webgl2-only) support in Webgl 2 ([sebavan](https://github.com/sebavan)))
+- Introduces [PCF](https://doc.babylonjs.com/babylon101/shadows#percentage-closer-filtering-webgl2-only) and [PCSS](https://doc.babylonjs.com/babylon101/shadows#contact-hardening-shadow-webgl2-only) shadow support in Webgl 2 ([sebavan](https://github.com/sebavan)))
 
 ## Documentation
 - Tons of functions and classes received the code comments they deserved (All the community)

+ 1 - 0
src/Cameras/babylon.camera.ts

@@ -458,6 +458,7 @@
             this.updateCache();
             this._computedViewMatrix = this._getViewMatrix();
             this._currentRenderId = this.getScene().getRenderId();
+            this._childRenderId = this._currentRenderId;
 
             this._refreshFrustumPlanes = true;
 

+ 1 - 0
src/Lights/babylon.light.ts

@@ -432,6 +432,7 @@ module BABYLON {
          */
         public getWorldMatrix(): Matrix {
             this._currentRenderId = this.getScene().getRenderId();
+            this._childRenderId = this._currentRenderId;
 
             var worldMatrix = this._getWorldMatrix();