فهرست منبع

adding note in what's new

Benjamin Guignabert 7 سال پیش
والد
کامیت
fb409d2a52
2فایلهای تغییر یافته به همراه3 افزوده شده و 1 حذف شده
  1. 2 0
      dist/preview release/what's new.md
  2. 1 1
      src/Rendering/babylon.geometryBufferRenderer.ts

+ 2 - 0
dist/preview release/what's new.md

@@ -173,6 +173,8 @@
 - Angular and linear velocity were using the wrong method to copy values to the physics engine ([RaananW](https://github.com/RaananW))
 - Angular and linear velocity were using the wrong method to copy values to the physics engine ([RaananW](https://github.com/RaananW))
 - Fixed env texture generation in Byte Mode ([sebavan](http://www.github.com/sebavan))
 - Fixed env texture generation in Byte Mode ([sebavan](http://www.github.com/sebavan))
 - Oimo.js now receives quaternion and not euler when a body is being constructed ([RaananW](https://github.com/RaananW))
 - Oimo.js now receives quaternion and not euler when a body is being constructed ([RaananW](https://github.com/RaananW))
+- Improving visual quality on SSAO2 shader ([CraigFeldspar](https://github.com/CraigFeldspar))
+- Fixed a bug where changing the sample count on `PostProcess` would not update the WebGL Texture ([CraigFeldspar](https://github.com/CraigFeldspar))
 
 
 ### Viewer
 ### Viewer
 
 

+ 1 - 1
src/Rendering/babylon.geometryBufferRenderer.ts

@@ -202,7 +202,7 @@ module BABYLON {
             this._multiRenderTarget.onClearObservable.add((engine: Engine) => {
             this._multiRenderTarget.onClearObservable.add((engine: Engine) => {
                 engine.clear(new Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
                 engine.clear(new Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
             });
             });
-            
+
             // Custom render function
             // Custom render function
             var renderSubMesh = (subMesh: SubMesh): void => {
             var renderSubMesh = (subMesh: SubMesh): void => {
                 var mesh = subMesh.getRenderingMesh();
                 var mesh = subMesh.getRenderingMesh();