Xu Chen
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b432a5900d
Check the passed geometryBufferRenderer before set it to this._geometryBufferRenderer
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7 anni fa |
Xu Chen
|
e696262004
Reverse _geometryBufferRenderer to private and add getter and setter
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7 anni fa |
Xu Chen
|
30c6d09740
Change variables of GeometryBufferRenderer protected and _geometryBufferRenderer in Scene protected so that we can use derived GeometryBufferRenderer.
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7 anni fa |
Michael Schlotfeldt
|
4bf6bc9df4
Reverted if-statement changes where I switched to strict equality but there is no proof of a performance improvement resulting.
|
7 anni fa |
Michael Schlotfeldt
|
434b8b8eb7
Minor loop optimizaiton. Declare submesh once vs each loop.
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7 anni fa |
Michael Schlotfeldt
|
954627c518
Check useOctreeForRenderingSelection is true before checking if _submeshesOctree is defined.
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7 anni fa |
Michael Schlotfeldt
|
88bacbbab6
Stricter (and faster) checks in _activeMesh, and made sure subMeshes has atleast one.
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7 anni fa |
Michael Schlotfeldt
|
43528ec240
Check if skeletonsEnabled is true before checking if there are any skeleton
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7 anni fa |
Michael Schlotfeldt
|
2764b8763c
Added IActiveMeshCandidateProvider which provides the author a way to reduce active mesh selection work. Can greatly improves FPS on scenes with lots of meshes since the author can know the details of how their scene is setup and can bypass lots of work in determining active meshes by providing a shorter list of candidates.
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7 anni fa |
Michael Schlotfeldt
|
e89b40f7fc
Optimize dispatch to reduce overhead each frame. On scenes with lots of meshes this made a measurable improvement in FPS.
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7 anni fa |
Michael Schlotfeldt
|
6fb0cdbb69
Added dispatchAllSubMeshesOfActiveMeshes to dispatch all submeshes of active meshes and bypass what can be CPU intense isInFrustum each frame. Also minor fixes and performance chnages in _evaluateSubMesh.
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7 anni fa |
David Catuhe
|
c5bee1dce1
Merge pull request #3442 from bghgary/loader-disposable
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7 anni fa |
Gary Hsu
|
513df3fb77
Loader, scene, engine, tools dispose/abort fixes
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7 anni fa |
David Catuhe
|
655304e44d
Fixed #3430
|
7 anni fa |
David Catuhe
|
068d87e064
Fix animation edge case
|
7 anni fa |
David Catuhe
|
b60d8ec967
First iteration for AnimationGroup
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7 anni fa |
David Catuhe
|
20238432a3
NIghtly
|
7 anni fa |
Raanan Weber
|
5510d9c719
making sure no BABYLON. is used in code
|
7 anni fa |
David Catuhe
|
dc4445fbb5
Tiny update + rtt validation test
|
7 anni fa |
David Catuhe
|
4935925fb0
Nightly
|
7 anni fa |
David Catuhe
|
c122214153
Fix #3276
|
7 anni fa |
David Catuhe
|
0c25159dcb
Add constant animation timing for engine testing prupose
|
7 anni fa |
Raanan Weber
|
dd6ce82125
Deterministic step correction
|
7 anni fa |
sebavan
|
8eaf7dff52
Merge pull request #3302 from RaananW/custom-build-stuff
|
7 anni fa |
Raanan Weber
|
28b45639bf
revert small changes
|
7 anni fa |
Raanan Weber
|
107b08e780
Checking if Tags exist
|
7 anni fa |
Trevor Baron
|
b2271bd236
update webVROption to be vrExperienceOptions when creating from scene, fix enter vr button not appearing when using createDeviceOrientationCamera: false
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7 anni fa |
David Rousset
|
f997ef2e07
Refactoring to separate gaze/interaction enabling and teleportation.
|
7 anni fa |
Raanan Weber
|
79fcb2538d
Adding optional scene object to the gamepad manager
|
7 anni fa |
Sebastien Vandenberghe
|
a6bebf9803
Fixed #3249 Bundle
|
7 anni fa |