docstring_tokens stringlengths 0 76.5k | code_tokens stringlengths 75 1.81M | label_window listlengths 4 2.12k | html_url stringlengths 74 116 | file_name stringlengths 3 311 |
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this._referencedPosition.z *= -1;
this._referenceQuaternion.z *= -1;
this._referenceQuaternion.w *= -1;
| <mask> if (pose.transform && pose.emulatedPosition) {
<mask> this.position.copyFrom(<any>(pose.transform.position));
<mask> this.rotationQuaternion.copyFrom(<any>(pose.transform.orientation));
<mask> if (!this._scene.useRightHandedSystem) {
<mask> this.po... | [
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if (this._firstFrame) {
this._firstFrame = false;
// we have the XR reference, now use this to find the offset to get the camera to be
// in the right position
// set the height to correlate to the current height
this.p... | <mask> this.position.z *= -1;
<mask> this.rotationQuaternion.z *= -1;
<mask> this.rotationQuaternion.w *= -1;
<mask> }
<mask> this.computeWorldMatrix();
<mask> }
<mask>
<mask> // Update camera rigs
<mask> this._upd... | [
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if (this.rigCameras.length !== this.pose.views.length) {
this._updateNumberOfRigCameras(this.pose.views.length);
}
this.pose.views.forEach((view: any, i: number) => {
| <mask> this.computeWorldMatrix();
<mask> }
<mask>
<mask> // Update camera rigs
<mask> this._updateNumberOfRigCameras(pose.views.length);
<mask> pose.views.forEach((view: any, i: number) => {
<mask> const currentRig = <TargetCamera>this.rigCameras[i];
<mas... | [
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if (view.transform.position) {
| <mask> currentRig._isLeftCamera = true;
<mask> }
<mask> }
<mask> // Update view/projection matrix
<mask> if (view.transform.position && view.transform.orientation) {
<mask> currentRig.position.copyFrom(view.transform.position)... | [
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if (this._xrSessionManager.session.renderState.baseLayer) {
var viewport = this._xrSessionManager.session.renderState.baseLayer.getViewport(view);
var width = this._xrSessionManager.session.renderState.baseLayer.framebufferWidth;
var height = this._xrSessio... | <mask> currentRig._projectionMatrix.toggleProjectionMatrixHandInPlace();
<mask> }
<mask>
<mask> // Update viewport
<mask> if (xrSessionManager.session.renderState.baseLayer) {
<mask> var viewport = xrSessionManager.session.renderState.baseLayer.... | [
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currentRig.outputRenderTarget = this._xrSessionManager.getRenderTargetTextureForEye(view.eye);
| <mask> this._updateForDualEyeDebugging();
<mask> }
<mask>
<mask> // Set cameras to render to the session's render target
<mask> currentRig.outputRenderTarget = xrSessionManager.getRenderTargetTextureForEye(view.eye);
<mask> });
<mask> return tr... | [
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<mask>
<mask> // Set cameras to render to the session's render target
<mask> currentRig.outputRenderTarget = xrSessionManager.getRenderTargetTextureForEye(view.eye);
<mask> });
<mask> return true;
<mask> }
<mask> }
</s> camera API, position and rotationQuaternion
F... | [
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protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
| <mask> */
<mask> readonly total: number;
<mask> /**
<mask> * Gets the total value count
<mask> */
<mask> readonly count: number;
<mask> /**
<mask> * Creates a new counter
<mask> */
<mask> constructor();
</s> Some thin engine... | [
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<mask> * This happens due to recent changes in browser policies preventing video to auto start.
<mask> */
<mask> readonly onUserActionRequestedObservable: Observable<Texture>;
<mask> private _generateMipMaps;
<mask> private _engine;
<mask> private _stillImageCaptu... | [
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protected _resetIndexBufferBinding(): void;
| <mask> * @param name optional name, will detect from video source, if not defined
<mask> * @param src can be used to provide an url, array of urls or an already setup HTML video element.
<mask> * @param scene is obviously the current scene.
<mask> * @param generateMipMaps can be ... | [
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protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
| <mask> * @hidden Internal method to initiate `update`.
<mask> */
<mask> private _rebuild(): void;
<mask> /**
<mask> * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
<mask> */
<mask> update(): void;
<mask> ... | [
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<mask> * @param width defines the new canvas' width
<mask> * @param height defines the new canvas' height
<mask> */
<mask> setSize(width: number, height: number): void;
<mask> /**
<mask> * Binds the frame buffer to the specified texture.
<mask> * @para... | [
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/** @hidden */
private _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
| <mask> setSize(width: number, height: number): void;
<mask> /**
<mask> * Binds the frame buffer to the specified texture.
<mask> * @param faceIndex The face of the texture to render to in case of cube texture
<mask> * @param requiredWidth The width of the target to render... | [
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* Defines the source of the internal texture
| <mask> protected _deleteBuffer(buffer: DataBuffer): void;
<mask> /**
<mask> * Creates a webGL buffer to use with instanciation
<mask> * @param capacity defines the size of the buffer
<mask> * @returns the webGL buffer
<mask> */
<mask> createInstancesBuf... | [
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export enum InternalTextureSource {
| <mask> * @param capacity defines the size of the buffer
<mask> * @returns the webGL buffer
<mask> */
<mask> createInstancesBuffer(capacity: number): DataBuffer;
<mask> /**
<mask> * Delete a webGL buffer used with instanciation
<mask> * @param buffer de... | [
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Unknown = 0,
| <mask> * Delete a webGL buffer used with instanciation
<mask> * @param buffer defines the webGL buffer to delete
<mask> */
<mask> deleteInstancesBuffer(buffer: WebGLBuffer): void;
<mask> /**
<mask> * Update the content of a webGL buffer used with instanciation a... | [
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* Texture data comes from an URL
*/
Url = 1,
| <mask> */
<mask> deleteInstancesBuffer(buffer: WebGLBuffer): void;
<mask> /**
<mask> * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
<mask> * @param instancesBuffer defines the webGL buffer to update and bind
<mask> ... | [
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Temp = 2,
| <mask> * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
<mask> */
<mask> updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void... | [
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Raw = 3,
| <mask> * Apply all cached states (depth, culling, stencil and alpha)
<mask> */
<mask> applyStates(): void;
<mask> /**
<mask> * Send a draw order
<mask> * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
<mask> ... | [
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Dynamic = 4,
| <mask> * Send a draw order
<mask> * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
<mask> * @param indexStart defines the starting index
<mask> * @param indexCount defines the number of index to draw
<mask> * @param instances... | [
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RenderTarget = 5,
| <mask> * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
<mask> */
<mask> draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
<mask> /**
<mask> * Draw a list of points
<mask> ... | [
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MultiRenderTarget = 6,
| <mask> * Draw a list of points
<mask> * @param verticesStart defines the index of first vertex to draw
<mask> * @param verticesCount defines the count of vertices to draw
<mask> * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
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Cube = 7,
| <mask> */
<mask> drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
<mask> /**
<mask> * Draw a list of unindexed primitives
<mask> * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
<ma... | [
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CubeRaw = 8,
| <mask> * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
<mask> * @param verticesStart defines the index of first vertex to draw
<mask> * @param verticesCount defines the count of vertices to draw
<mask> * @param instancesCount defines ... | [
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CubePrefiltered = 9,
| <mask> */
<mask> drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
<mask> /**
<mask> * Draw a list of indexed primitives
<mask> * @param fillMode defines the primitive to use
<mask> * @param indexS... | [
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Raw3D = 10,
| <mask> * @param fillMode defines the primitive to use
<mask> * @param indexStart defines the starting index
<mask> * @param indexCount defines the number of index to draw
<mask> * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
<mask> ... | [
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Depth = 11,
| <mask> */
<mask> drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
<mask> /**
<mask> * Draw a list of unindexed primitives
<mask> * @param fillMode defines the primitive to use
<mask> * @param verticesStar... | [
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CubeRawRGBD = 12
}
/**
* Class used to store data associated with WebGL texture data for the engine
* This class should not be used directly
*/
export class InternalTexture {
/** @hidden */
private static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayB... | <mask> * @param fillMode defines the primitive to use
<mask> * @param verticesStart defines the index of first vertex to draw
<mask> * @param verticesCount defines the count of vertices to draw
<mask> * @param instancesCount defines the number of instances to draw (if instanciati... | [
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/** @hidden */
private _source: InternalTextureSource;
| <mask> getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
<mask> /**
<mask> * Activates an effect, mkaing it the current one (ie. the one used for rendering)
<mask> * @param effect defines the effect to activate
<mask> */
<mask> ... | [
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* Gets the data source type of the texture
| <mask> * @param array defines the array of float32 to store
<mask> */
<mask> setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
<mask> /**
<mask> * Set the value of an uniform to an array of float32 (stored as vec4)
<mask> * @par... | [
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readonly source: InternalTextureSource;
| <mask> setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
<mask> /**
<mask> * Set the value of an uniform to an array of float32 (stored as vec4)
<mask> * @param uniform defines the webGL uniform location where to store the value
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* @param source defines the type of data that will be used
| <mask> * @param array defines the array of float32 to store
<mask> */
<mask> setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
<mask> /**
<mask> * Set the value of an uniform to an array of number
<mask> * @param uniform defines... | [
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constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
| <mask> /**
<mask> * Set the value of an uniform to an array of number
<mask> * @param uniform defines the webGL uniform location where to store the value
<mask> * @param array defines the array of number to store
<mask> */
<mask> setArray(uniform: Nullable<WebGL... | [
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/**
* Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
* @param renderTarget The render target to set the frame buffer for
*/
setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
/*... | <mask> /** mag = nearest and min = linear and mip = linear */
<mask> static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
<mask> /** Explicit coordinates mode */
<mask> static readonly TEXTURE_EXPLICIT_MODE: number;
<mask> /** Spherical coordinates mode */
<mask> ... | [
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import { InternalTexture, InternalTextureSource } from "babylonjs/Materials/Textures/internalTexture";
| <mask> import { Scene } from "babylonjs/scene";
<mask> import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
<mask> import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
<mask> import { Scalar } from "babylonjs/Maths/math.scalar";
<mask> import { BaseTexture } from "baby... | [
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let internalTexture = new InternalTexture(scene.getEngine(), InternalTextureSource.CubeRaw);
| <mask> }
<mask>
<mask> babylonTexture.gammaSpace = false;
<mask>
<mask> let internalTexture = new InternalTexture(scene.getEngine(), InternalTexture.DATASOURCE_CUBERAW);
<mask> let glTexture = internalTexture._webGLTexture;
<mask> //babylon properties... | [
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import { InternalTexture, InternalTextureSource } from "../../Materials/Textures/internalTexture";
| <mask> import { Logger } from "../../Misc/logger";
<mask> import { Observable } from "../../Misc/observable";
<mask> import { Nullable } from "../../types";
<mask> import { IDisposable, Scene } from "../../scene";
<mask> import { InternalTexture } from "../../Materials/Textures/internalTexture";
<mask> import { R... | [
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var internalTexture = new InternalTexture(scene.getEngine(), InternalTextureSource.Unknown, true);
| <mask> if (!baseLayer) {
<mask> throw "no layer";
<mask> }
<mask> // Create internal texture
<mask> var internalTexture = new InternalTexture(scene.getEngine(), InternalTexture.DATASOURCE_UNKNOWN, true);
<mask> internalTexture.width = baseLayer.framebufferWidth;... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Cameras/XR/webXRSessionManager.ts |
import { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';
| <mask> import { ThinEngine } from "../../Engines/thinEngine";
<mask> import { InternalTexture } from '../../Materials/Textures/internalTexture';
<mask> import { Logger } from '../../Misc/logger';
<mask> import { Nullable } from '../../types';
<mask> import { Scene } from '../../scene';
<mask> import { IInternalTe... | [
"keep",
"replace",
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"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.cubeTexture.ts |
var internalTexture = new InternalTexture(this, InternalTextureSource.Unknown);
| <mask> }
<mask> }
<mask>
<mask> ThinEngine.prototype._createDepthStencilCubeTexture = function(size: number, options: DepthTextureCreationOptions): InternalTexture {
<mask> var internalTexture = new InternalTexture(this, InternalTexture.DATASOURCE_UNKNOWN);
<mask> internalTexture.isCube = true;
<mas... | [
"keep",
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"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.cubeTexture.ts |
var texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Cube);
| <mask>
<mask> ThinEngine.prototype.createCubeTexture = function(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad: Nullable<(data?: any) => void> = null, onError: Nullable<(message?: string, exception?: any) => void> = null, format?: number, forcedExtension: any = null, c... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.cubeTexture.ts |
import { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';
| <mask> import { ThinEngine } from "../../Engines/thinEngine";
<mask> import { InternalTexture } from '../../Materials/Textures/internalTexture';
<mask> import { Nullable } from '../../types';
<mask>
<mask> declare module "../../Engines/thinEngine" {
<mask> export interface ThinEngine {
<mask> /**
<... | [
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"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.dynamicTexture.ts |
var texture = new InternalTexture(this, InternalTextureSource.Dynamic);
| <mask> }
<mask> }
<mask>
<mask> ThinEngine.prototype.createDynamicTexture = function(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture {
<mask> var texture = new InternalTexture(this, InternalTexture.DATASOURCE_DYNAMIC);
<mask> texture.baseWidth = width;
... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.dynamicTexture.ts |
import { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';
| <mask> import { InternalTexture } from '../../Materials/Textures/internalTexture';
<mask> import { IMultiRenderTargetOptions } from '../../Materials/Textures/multiRenderTarget';
<mask> import { Logger } from '../../Misc/logger';
<mask> import { Nullable } from '../../types';
<mask> import { Constants } from '../co... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.multiRender.ts |
var texture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);
| <mask> type = Constants.TEXTURETYPE_UNSIGNED_INT;
<mask> Logger.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
<mask> }
<mask>
<mask> var texture = new InternalTexture(this, InternalTexture.DATASOURCE_MULTIRENDERTARGET);
<... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.multiRender.ts |
var depthTexture = new InternalTexture(this, InternalTextureSource.MultiRenderTarget);
| <mask> }
<mask>
<mask> if (generateDepthTexture && this._caps.depthTextureExtension) {
<mask> // Depth texture
<mask> var depthTexture = new InternalTexture(this, InternalTexture.DATASOURCE_MULTIRENDERTARGET);
<mask>
<mask> gl.activeTexture(gl.TEXTURE0);
<mask> gl.bindT... | [
"keep",
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"keep",
"replace",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.multiRender.ts |
import { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';
| <mask> import { Camera } from "../../Cameras/camera";
<mask> import { Engine } from "../../Engines/engine";
<mask> import { Scene } from "../../scene";
<mask> import { InternalTexture } from '../../Materials/Textures/internalTexture';
<mask> import { Nullable } from '../../types';
<mask> import { RenderTargetText... | [
"keep",
"keep",
"keep",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.multiview.ts |
var internalTexture = new InternalTexture(this, InternalTextureSource.Unknown, true);
| <mask> if (!this.getCaps().multiview) {
<mask> throw "Multiview is not supported";
<mask> }
<mask>
<mask> var internalTexture = new InternalTexture(this, InternalTexture.DATASOURCE_UNKNOWN, true);
<mask> internalTexture.width = width;
<mask> internalTexture.height = height;
<mask> ... | [
"keep",
"keep",
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"replace",
"keep",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.multiview.ts |
import { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';
| <mask> import { Nullable } from "../../types";
<mask> import { _TimeToken } from "../../Instrumentation/timeToken";
<mask> import { InternalTexture } from '../../Materials/Textures/internalTexture';
<mask> import { Logger } from '../../Misc/logger';
<mask> import { Tools } from '../../Misc/tools';
<mask> import {... | [
"keep",
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"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.rawTexture.ts |
var texture = new InternalTexture(this, InternalTextureSource.Raw);
| <mask> texture.isReady = true;
<mask> };
<mask>
<mask> Engine.prototype.createRawTexture = function(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string> = null, type: number = Constants.TE... | [
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.rawTexture.ts |
var texture = new InternalTexture(this, InternalTextureSource.CubeRaw);
| <mask> Engine.prototype.createRawCubeTexture = function(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number,
<mask> generateMipMaps: boolean, invertY: boolean, samplingMode: number,
<mask> compression: Nullable<string> = null): InternalTexture {
<mask> var gl = this._gl;
<mask... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.rawTexture.ts |
var texture = new InternalTexture(this, InternalTextureSource.Raw3D);
| <mask> return texture;
<mask> };
<mask>
<mask> Engine.prototype.createRawTexture3D = function(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string> = null, textureType: numbe... | [
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.rawTexture.ts |
import { InternalTexture, InternalTextureSource } from '../../Materials/Textures/internalTexture';
| <mask> import { InternalTexture } from '../../Materials/Textures/internalTexture';
<mask> import { Logger } from '../../Misc/logger';
<mask> import { RenderTargetCreationOptions } from '../../Materials/Textures/renderTargetCreationOptions';
<mask> import { Constants } from '../constants';
<mask> import { ThinEngin... | [
"replace",
"keep",
"keep",
"keep",
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"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.renderTarget.ts |
var texture = new InternalTexture(this, InternalTextureSource.RenderTarget);
| <mask> fullOptions.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;
<mask> }
<mask> var gl = this._gl;
<mask>
<mask> var texture = new InternalTexture(this, InternalTexture.DATASOURCE_RENDERTARGET);
<mask> this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
<mask>
<mas... | [
"keep",
"keep",
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"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/Extensions/engine.renderTarget.ts |
import { Nullable, IndicesArray } from "../types";
| <mask> import { Observable } from "../Misc/observable";
<mask> import { Nullable } from "../types";
<mask> import { Scene } from "../scene";
<mask> import { InternalTexture } from "../Materials/Textures/internalTexture";
<mask> import { _TimeToken } from "../Instrumentation/timeToken";
<mask> import { IAudioEngin... | [
"keep",
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"keep",
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"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/engine.ts |
import { InternalTexture, InternalTextureSource } from "../Materials/Textures/internalTexture";
| <mask> import { Observable } from "../Misc/observable";
<mask> import { Nullable } from "../types";
<mask> import { Scene } from "../scene";
<mask> import { InternalTexture } from "../Materials/Textures/internalTexture";
<mask> import { _TimeToken } from "../Instrumentation/timeToken";
<mask> import { IAudioEngin... | [
"keep",
"keep",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/engine.ts |
import { DataBuffer } from '../Meshes/dataBuffer';
| <mask> import { PerformanceMonitor } from '../Misc/performanceMonitor';
<mask> import { Logger } from '../Misc/logger';
<mask>
<mask> declare type Material = import("../Materials/material").Material;
<mask> declare type PostProcess = import("../PostProcesses/postProcess").PostProcess;
<mask> declare type Texture... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/engine.ts |
var texture = new InternalTexture(this, InternalTextureSource.RenderTarget);
| <mask> fullOptions.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;
<mask> }
<mask> var gl = this._gl;
<mask>
<mask> var texture = new InternalTexture(this, InternalTexture.DATASOURCE_RENDERTARGET);
<mask> this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
... | [
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/engine.ts |
import { InternalTexture, InternalTextureSource } from "../Materials/Textures/internalTexture";
| <mask> import { Nullable, IndicesArray, DataArray } from "../types";
<mask> import { Engine } from "../Engines/engine";
<mask> import { VertexBuffer } from "../Meshes/buffer";
<mask> import { InternalTexture } from "../Materials/Textures/internalTexture";
<mask> import { IInternalTextureLoader } from "../Materials... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/nativeEngine.ts |
let texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Url);
| <mask> var fromData = url.substr(0, 5) === "data:";
<mask> var fromBlob = url.substr(0, 5) === "blob:";
<mask> var isBase64 = fromData && url.indexOf("base64") !== -1;
<mask>
<mask> let texture = fallback ? fallback : new InternalTexture(this, InternalTexture.DATASOURCE_URL);
<mas... | [
"keep",
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"keep",
"replace",
"keep",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/nativeEngine.ts |
var texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Cube);
| <mask> lodScale: number = 0,
<mask> lodOffset: number = 0,
<mask> fallback: Nullable<InternalTexture> = null): InternalTexture
<mask> {
<mask> var texture = fallback ? fallback : new InternalTexture(this, InternalTexture.DATASOURCE_CUBE);
<mask> texture.isCube = true;
... | [
"keep",
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"keep",
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"replace",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/nativeEngine.ts |
var texture = new InternalTexture(this, InternalTextureSource.RenderTarget);
| <mask> else if (fullOptions.type === Constants.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
<mask> // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
<mask> fullOptions.samplingMode = Constants.TEXTURE_NEAREST_SAMPLINGMODE;
<mask> ... | [
"keep",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/nativeEngine.ts |
import { InternalTexture, InternalTextureSource } from "../Materials/Textures/internalTexture";
| <mask> import { Scene } from "../scene";
<mask> import { Engine } from "../Engines/engine";
<mask> import { RenderTargetCreationOptions } from "../Materials/Textures/renderTargetCreationOptions";
<mask> import { VertexBuffer } from "../Meshes/buffer";
<mask> import { InternalTexture } from "../Materials/Textures/i... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/nullEngine.ts |
var texture = new InternalTexture(this, InternalTextureSource.Url);
| <mask> */
<mask> public createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode: number = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,
<mask> onLoad: Nullable<() => void> = null, onError: Nullable<(message: string, exception: any) => void> = null,
<mask> b... | [
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/nullEngine.ts |
var texture = new InternalTexture(this, InternalTextureSource.RenderTarget);
| <mask> fullOptions.generateStencilBuffer = false;
<mask> fullOptions.type = Constants.TEXTURETYPE_UNSIGNED_INT;
<mask> fullOptions.samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;
<mask> }
<mask> var texture = new InternalTexture(this, InternalTexture.DAT... | [
"keep",
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"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/nullEngine.ts |
import { InternalTexture, InternalTextureSource } from '../Materials/Textures/internalTexture';
| <mask> import { DepthCullingState } from '../States/depthCullingState';
<mask> import { StencilState } from '../States/stencilState';
<mask> import { AlphaState } from '../States/alphaCullingState';
<mask> import { Constants } from './constants';
<mask> import { InternalTexture } from '../Materials/Textures/intern... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/thinEngine.ts |
protected _currentBoundBuffer = new Array<Nullable<WebGLBuffer>>();
| <mask> protected _cachedEffectForVertexBuffers: Nullable<Effect>;
<mask> /** @hidden */
<mask> public _currentRenderTarget: Nullable<InternalTexture>;
<mask> private _uintIndicesCurrentlySet = false;
<mask> private _currentBoundBuffer = new Array<Nullable<WebGLBuffer>>();
<mask> /** @hidde... | [
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/thinEngine.ts |
return "ThinEngine";
| <mask> * Gets a string idenfifying the name of the class
<mask> * @returns "Engine" string
<mask> */
<mask> public getClassName(): string {
<mask> return "Engine";
<mask> }
<mask>
<mask> /**
<mask> * Returns true if the stencil buffer has been enabled through the creati... | [
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"keep",
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<mask> public createDynamicVertexBuffer(data: DataArray): DataBuffer {
<mask> return this._createVertexBuffer(data, this._gl.DYNAMIC_DRAW);
<mask> }
<mask>
<mask> /**
<mask> * Update a dynamic index buffer
<mask> * @param indexBuffer defines the target index buffer
<mask> * @... | [
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protected _resetIndexBufferBinding(): void {
| <mask>
<mask> this._resetVertexBufferBinding();
<mask> }
<mask>
<mask> private _resetIndexBufferBinding(): void {
<mask> this.bindIndexBuffer(null);
<mask> this._cachedIndexBuffer = null;
<mask> }
<mask>
<mask> /**
</s> Some thin engine reduction
Former-commit-id:... | [
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protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void {
| <mask>
<mask> this._gl.uniformBlockBinding(program, uniformLocation, index);
<mask> }
<mask>
<mask> private bindIndexBuffer(buffer: Nullable<DataBuffer>): void {
<mask> if (!this._vaoRecordInProgress) {
<mask> this._unbindVertexArrayObject();
<mask> }
<mask> ... | [
"keep",
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let texture = fallback ? fallback : new InternalTexture(this, InternalTextureSource.Url);
| <mask> var fromData = url.substr(0, 5) === "data:";
<mask> var fromBlob = url.substr(0, 5) === "blob:";
<mask> var isBase64 = fromData && url.indexOf(";base64,") !== -1;
<mask>
<mask> let texture = fallback ? fallback : new InternalTexture(this, InternalTexture.DATASOURCE_URL);
<m... | [
"keep",
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let source = new InternalTexture(this, InternalTextureSource.Temp);
| <mask>
<mask> return false;
<mask> } else {
<mask> // Using shaders when possible to rescale because canvas.drawImage is lossy
<mask> let source = new InternalTexture(this, InternalTexture.DATASOURCE_TEMP);
<mask> ... | [
"keep",
"keep",
"keep",
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"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/thinEngine.ts |
var internalTexture = new InternalTexture(this, InternalTextureSource.Depth);
| <mask> * @param options The options defining the texture.
<mask> * @returns The texture
<mask> */
<mask> private _createDepthStencilTexture(size: number | { width: number, height: number }, options: DepthTextureCreationOptions): InternalTexture {
<mask> var internalTexture = new Internal... | [
"keep",
"keep",
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"keep",
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"keep",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/thinEngine.ts |
<mask>
<mask> return internalTexture;
<mask> }
<mask>
<mask> /**
<mask> * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
<mask> * @param renderTarget The render target to set the frame buffer for
<mask> */
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"re... | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Engines/thinEngine.ts | |
import { InternalTextureSource } from '../Textures/internalTexture';
| <mask> import { RenderTargetTexture } from '../Textures/renderTargetTexture';
<mask> import { Scene } from '../../scene';
<mask> import { InternalTexture } from '../Textures/internalTexture';
<mask>
<mask> /**
<mask> * Renders to multiple views with a single draw call
<mask> * @see https://www.khronos.org/reg... | [
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/MultiviewRenderTarget.ts |
super("multiview rtt", size, scene, false, true, InternalTextureSource.Unknown, false, undefined, false, false, true, undefined, true);
| <mask> * @param scene scene used with the render target
<mask> * @param size the size of the render target (used for each view)
<mask> */
<mask> constructor(scene: Scene, size: number | { width: number, height: number } | { ratio: number } = 512) {
<mask> super("multiview rtt", size, sce... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/MultiviewRenderTarget.ts |
* Defines the source of the internal texture
| <mask> declare type ThinEngine = import("../../Engines/thinEngine").ThinEngine;
<mask> declare type BaseTexture = import("../../Materials/Textures/baseTexture").BaseTexture;
<mask>
<mask> /**
<mask> * Class used to store data associated with WebGL texture data for the engine
<mask> * This class should not be u... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
export enum InternalTextureSource {
| <mask> /**
<mask> * Class used to store data associated with WebGL texture data for the engine
<mask> * This class should not be used directly
<mask> */
<mask> export class InternalTexture {
<mask>
<mask> /** @hidden */
<mask> public static _UpdateRGBDAsync = (internalTexture: InternalTexture, data:... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
Unknown,
| <mask>
<mask> /**
<mask> * The source of the texture data is unknown
<mask> */
<mask> public static DATASOURCE_UNKNOWN = 0;
<mask> /**
<mask> * Texture data comes from an URL
<mask> */
<mask> public static DATASOURCE_URL = 1;
<mask> /**
</s> Some thin engine reduction... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
* Texture data comes from an URL
*/
Url,
| <mask> * The source of the texture data is unknown
<mask> */
<mask> public static DATASOURCE_UNKNOWN = 0;
<mask> /**
<mask> * Texture data comes from an URL
<mask> */
<mask> public static DATASOURCE_URL = 1;
<mask> /**
<mask> * Texture data is only used for temporary st... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
Temp,
| <mask> public static DATASOURCE_URL = 1;
<mask> /**
<mask> * Texture data is only used for temporary storage
<mask> */
<mask> public static DATASOURCE_TEMP = 2;
<mask> /**
<mask> * Texture data comes from raw data (ArrayBuffer)
<mask> */
<mask> public static DATASOURCE_R... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
Raw,
| <mask> public static DATASOURCE_TEMP = 2;
<mask> /**
<mask> * Texture data comes from raw data (ArrayBuffer)
<mask> */
<mask> public static DATASOURCE_RAW = 3;
<mask> /**
<mask> * Texture content is dynamic (video or dynamic texture)
<mask> */
<mask> public static DATASO... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
Dynamic,
| <mask> public static DATASOURCE_RAW = 3;
<mask> /**
<mask> * Texture content is dynamic (video or dynamic texture)
<mask> */
<mask> public static DATASOURCE_DYNAMIC = 4;
<mask> /**
<mask> * Texture content is generated by rendering to it
<mask> */
<mask> public static DA... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
RenderTarget,
| <mask> public static DATASOURCE_DYNAMIC = 4;
<mask> /**
<mask> * Texture content is generated by rendering to it
<mask> */
<mask> public static DATASOURCE_RENDERTARGET = 5;
<mask> /**
<mask> * Texture content is part of a multi render target process
<mask> */
<mask> publ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
MultiRenderTarget,
| <mask> public static DATASOURCE_RENDERTARGET = 5;
<mask> /**
<mask> * Texture content is part of a multi render target process
<mask> */
<mask> public static DATASOURCE_MULTIRENDERTARGET = 6;
<mask> /**
<mask> * Texture data comes from a cube data file
<mask> */
<mask> p... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
Cube,
| <mask> public static DATASOURCE_MULTIRENDERTARGET = 6;
<mask> /**
<mask> * Texture data comes from a cube data file
<mask> */
<mask> public static DATASOURCE_CUBE = 7;
<mask> /**
<mask> * Texture data comes from a raw cube data
<mask> */
<mask> public static DATASOURCE_C... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
CubeRaw,
| <mask> public static DATASOURCE_CUBE = 7;
<mask> /**
<mask> * Texture data comes from a raw cube data
<mask> */
<mask> public static DATASOURCE_CUBERAW = 8;
<mask> /**
<mask> * Texture data come from a prefiltered cube data file
<mask> */
<mask> public static DATASOURCE_... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
CubePrefiltered,
| <mask> public static DATASOURCE_CUBERAW = 8;
<mask> /**
<mask> * Texture data come from a prefiltered cube data file
<mask> */
<mask> public static DATASOURCE_CUBEPREFILTERED = 9;
<mask> /**
<mask> * Texture content is raw 3D data
<mask> */
<mask> public static DATASOURC... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
Raw3D,
| <mask> public static DATASOURCE_CUBEPREFILTERED = 9;
<mask> /**
<mask> * Texture content is raw 3D data
<mask> */
<mask> public static DATASOURCE_RAW3D = 10;
<mask> /**
<mask> * Texture content is a depth texture
<mask> */
<mask> public static DATASOURCE_DEPTHTEXTURE = 1... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
Depth,
| <mask> public static DATASOURCE_RAW3D = 10;
<mask> /**
<mask> * Texture content is a depth texture
<mask> */
<mask> public static DATASOURCE_DEPTHTEXTURE = 11;
<mask> /**
<mask> * Texture data comes from a raw cube data encoded with RGBD
<mask> */
<mask> public static DA... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
CubeRawRGBD
}
/**
* Class used to store data associated with WebGL texture data for the engine
* This class should not be used directly
*/
export class InternalTexture {
/** @hidden */
public static _UpdateRGBDAsync = (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPoly... | <mask> public static DATASOURCE_DEPTHTEXTURE = 11;
<mask> /**
<mask> * Texture data comes from a raw cube data encoded with RGBD
<mask> */
<mask> public static DATASOURCE_CUBERAW_RGBD = 12;
<mask>
<mask> /**
<mask> * Defines if the texture is ready
<mask> */
<mask> pub... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
public _source = InternalTextureSource.Unknown;
| <mask> public _invertVScale = false;
<mask> /** @hidden */
<mask> public _associatedChannel = -1;
<mask> /** @hidden */
<mask> public _dataSource = InternalTexture.DATASOURCE_UNKNOWN;
<mask> /** @hidden */
<mask> public _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLIm... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
* Gets the data source type of the texture
| <mask> return this._engine;
<mask> }
<mask>
<mask> /**
<mask> * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
<mask> */
<mask> public get dataSource(): number {
<mask> return this._dataSource;
<mask> }
<mask>
</s> Some... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
public get source(): InternalTextureSource {
return this._source;
| <mask>
<mask> /**
<mask> * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
<mask> */
<mask> public get dataSource(): number {
<mask> return this._dataSource;
<mask> }
<mask>
<mask> /**
<mask> * Creates a new InternalTexture
... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
* @param source defines the type of data that will be used
| <mask>
<mask> /**
<mask> * Creates a new InternalTexture
<mask> * @param engine defines the engine to use
<mask> * @param dataSource defines the type of data that will be used
<mask> * @param delayAllocation if the texture allocation should be delayed (default: false)
<mask> */
<ma... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation = false) {
| <mask> * @param engine defines the engine to use
<mask> * @param dataSource defines the type of data that will be used
<mask> * @param delayAllocation if the texture allocation should be delayed (default: false)
<mask> */
<mask> constructor(engine: ThinEngine, dataSource: number, delayAlloc... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
this._source = source;
| <mask> * @param delayAllocation if the texture allocation should be delayed (default: false)
<mask> */
<mask> constructor(engine: ThinEngine, dataSource: number, delayAllocation = false) {
<mask> this._engine = engine;
<mask> this._dataSource = dataSource;
<mask>
<mask> if ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
switch (this.source) {
case InternalTextureSource.Temp:
| <mask> this._cachedWrapU = null;
<mask> this._cachedWrapV = null;
<mask> this._cachedAnisotropicFilteringLevel = null;
<mask>
<mask> switch (this._dataSource) {
<mask> case InternalTexture.DATASOURCE_TEMP:
<mask> return;
<mask>
<mask> ca... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
case InternalTextureSource.Url:
| <mask> switch (this._dataSource) {
<mask> case InternalTexture.DATASOURCE_TEMP:
<mask> return;
<mask>
<mask> case InternalTexture.DATASOURCE_URL:
<mask> proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.sam... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d | src/Materials/Textures/internalTexture.ts |
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