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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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
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)...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
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....
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
<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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c
src/Cameras/XR/webXRCamera.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
<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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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 ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
<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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
/** @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...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
* 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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
* 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> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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) <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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 ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
/** @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> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
* 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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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 <mask> * ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
* @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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
/** * 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> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Playground/babylon.d.txt
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...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Viewer/src/labs/texture.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
Viewer/src/labs/texture.ts
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Cameras/XR/webXRSessionManager.ts
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;...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "keep", "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", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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> /** <...
[ "keep", "replace", "keep", "keep", "keep", "keep", "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; ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
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); <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "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.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", "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.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", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "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", "keep", "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", "replace", "keep", "keep", "keep", "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", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
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); ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep" ]
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", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Engines/thinEngine.ts
<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> * @...
[ "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
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:...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Engines/thinEngine.ts
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", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Engines/thinEngine.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); <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Engines/thinEngine.ts
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", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
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