Xu Chen
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b432a5900d
Check the passed geometryBufferRenderer before set it to this._geometryBufferRenderer
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7 jaren geleden |
Xu Chen
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e696262004
Reverse _geometryBufferRenderer to private and add getter and setter
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7 jaren geleden |
Xu Chen
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30c6d09740
Change variables of GeometryBufferRenderer protected and _geometryBufferRenderer in Scene protected so that we can use derived GeometryBufferRenderer.
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7 jaren geleden |
Michael Schlotfeldt
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4bf6bc9df4
Reverted if-statement changes where I switched to strict equality but there is no proof of a performance improvement resulting.
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7 jaren geleden |
Michael Schlotfeldt
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434b8b8eb7
Minor loop optimizaiton. Declare submesh once vs each loop.
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7 jaren geleden |
Michael Schlotfeldt
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954627c518
Check useOctreeForRenderingSelection is true before checking if _submeshesOctree is defined.
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7 jaren geleden |
Michael Schlotfeldt
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88bacbbab6
Stricter (and faster) checks in _activeMesh, and made sure subMeshes has atleast one.
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7 jaren geleden |
Michael Schlotfeldt
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43528ec240
Check if skeletonsEnabled is true before checking if there are any skeleton
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7 jaren geleden |
Michael Schlotfeldt
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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 jaren geleden |
Michael Schlotfeldt
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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 jaren geleden |
Michael Schlotfeldt
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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 jaren geleden |
David Catuhe
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c5bee1dce1
Merge pull request #3442 from bghgary/loader-disposable
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7 jaren geleden |
Gary Hsu
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513df3fb77
Loader, scene, engine, tools dispose/abort fixes
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7 jaren geleden |
David Catuhe
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655304e44d
Fixed #3430
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7 jaren geleden |
David Catuhe
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068d87e064
Fix animation edge case
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7 jaren geleden |
David Catuhe
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b60d8ec967
First iteration for AnimationGroup
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7 jaren geleden |
David Catuhe
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20238432a3
NIghtly
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7 jaren geleden |
Raanan Weber
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5510d9c719
making sure no BABYLON. is used in code
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7 jaren geleden |
David Catuhe
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dc4445fbb5
Tiny update + rtt validation test
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7 jaren geleden |
David Catuhe
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4935925fb0
Nightly
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7 jaren geleden |
David Catuhe
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c122214153
Fix #3276
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7 jaren geleden |
David Catuhe
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0c25159dcb
Add constant animation timing for engine testing prupose
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7 jaren geleden |
Raanan Weber
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dd6ce82125
Deterministic step correction
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7 jaren geleden |
sebavan
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8eaf7dff52
Merge pull request #3302 from RaananW/custom-build-stuff
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7 jaren geleden |
Raanan Weber
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28b45639bf
revert small changes
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7 jaren geleden |
Raanan Weber
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107b08e780
Checking if Tags exist
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7 jaren geleden |
Trevor Baron
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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 jaren geleden |
David Rousset
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f997ef2e07
Refactoring to separate gaze/interaction enabling and teleportation.
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7 jaren geleden |
Raanan Weber
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79fcb2538d
Adding optional scene object to the gamepad manager
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7 jaren geleden |
Sebastien Vandenberghe
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a6bebf9803
Fixed #3249 Bundle
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7 jaren geleden |