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- var BABYLON;
- (function (BABYLON) {
- var Material = (function () {
- function Material(name, scene, doNotAdd) {
- this.name = name;
- this.checkReadyOnEveryCall = true;
- this.checkReadyOnlyOnce = false;
- this.alpha = 1.0;
- this.wireframe = false;
- this.backFaceCulling = true;
- this._wasPreviouslyReady = false;
- this.id = name;
- this._scene = scene;
- if (!doNotAdd) {
- scene.materials.push(this);
- }
- }
- Material.prototype.isReady = function (mesh) {
- return true;
- };
- Material.prototype.getEffect = function () {
- return this._effect;
- };
- Material.prototype.getScene = function () {
- return this._scene;
- };
- Material.prototype.needAlphaBlending = function () {
- return (this.alpha < 1.0);
- };
- Material.prototype.needAlphaTesting = function () {
- return false;
- };
- Material.prototype.trackCreation = function (onCompiled, onError) {
- };
- Material.prototype._preBind = function () {
- var engine = this._scene.getEngine();
- engine.enableEffect(this._effect);
- engine.setState(this.backFaceCulling);
- };
- Material.prototype.bind = function (world, mesh) {
- };
- Material.prototype.unbind = function () {
- };
- Material.prototype.dispose = function (forceDisposeEffect) {
- // Remove from scene
- var index = this._scene.materials.indexOf(this);
- this._scene.materials.splice(index, 1);
- // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
- if (forceDisposeEffect && this._effect) {
- this._scene.getEngine()._releaseEffect(this._effect);
- this._effect = null;
- }
- // Callback
- if (this.onDispose) {
- this.onDispose();
- }
- };
- return Material;
- })();
- BABYLON.Material = Material;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.material.js.map
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