<<<<<<< HEAD
pbrMetallicRoughnessMaterial
and pbrSpecularGlossinessMaterial
. Demo - More info here (Sebastien Vandenberghe)pbrMetallicRoughnessMaterial
and pbrSpecularGlossinessMaterial
. Demo - More info here (Sebastien Vandenberghe)developed
VideoTexture.CreateFromWebCam
to generate video texture using WebRTC. Demo (Sebastien Vandenberghe) / (deltakosh)Cell Shading
material added into Materials Library
Demo (Julien Moreau-Mathis)syncBoneWithImpostor()
and syncImpostorWithBone()
to PhysicsImpostor to help with creating ragdoll effects. Demo (abow)Texture.readPixels()
function to read texture content (deltakosh)ArcRotateCamera.panningInertia
to decouple inertia from panning inertia (deltakosh)FIXED_EQUIRECTANGULAR_MIRRORED_MODE
mode for reflection texture. Demo here (deltakosh)boundingBox.centerWorld
and boundingBox.extendSizeWorld
(deltakosh)Light.customProjectionMatrixBuilder
to allow developers to define their own projection matrix for shadows (deltakosh)set()
function to all basic types (deltakosh)HDRCubeTextureAssetTask
to AssetManager (deltakosh)VertexBuffer.updatable
is now serialized (deltakosh)intersectsMeshes()
to Ray (abow)Mesh.applyDisplacementMap
now accepts uvScale and uvOffset parameter (deltakosh)addChild()
, removeChild()
, setParent()
to AbstractMesh (abow)Effect.getVertexShaderSource()
and Effect.getFragmentShaderSource()
now returns the effective shader code (including evaluation of #define) (deltakosh)getHeightAtCoordinates()
, getNormalAtCoordinates()
and getNormalAtCoordinatesToRef()
can now work with rotated grounds (jerome) GroundMesh
, facetData
and SolidParticleSystem
improvement in normal computations (jerome) AbstractMesh.addRotation()
(jerome) Quaternion.RotationQuaternionFromAxis()
and Quaternion.RotationQuaternionFromAxisToRef()
(jerome, thanks to abow) uvs
and colors
to MeshBuilder.CreateRibbon()
(jerome) frontUVs
and backUVs
to all the methods MeshBuilder.CreateXXX()
supporting sideOrientation
(jerome)Curve3.CreateCatmullRomSpline()
(jerome and BitOfGold) colorFilter
to CreateGroundFromHeightMap()
(jerome) Vector3.RotationFromAxisToRef()
(jerome, thanks to abow) mesh.markVerticesDataAsUpdatable()
to allow a specific vertexbuffer to become updatable (deltakosh) POINTERTAP
and POINTERDOUBLETAP
PointerEventTypes to register new Observer mask. (Demo here)[ https://www.babylonjs-playground.com/?30] (yuccai)ShadowOnlyMaterial
to display shadows on transparent surfaces (deltakosh) VertexBuffer.TangentKind
to specify tangents in place of shader-calculated tangents (dewadswo, bghgary)material.twoSidedLighting
to PBRMaterial and StandardMaterial to enable flipping normals when backfaceCulling is false (BeardedGnome, bghgary)Motion Blur
effect added into StandardRenderingPipeline
Demo (Julien Moreau-Mathis)Welcome to Wonderland
types of animation (jcpalmer)BABYLON.TextureTools.CreateResizedCopy
function to create a copy of a texture and chage its size (deltakosh) positionFunction
in addShape()
(jerome) start
index when used with setParticles(start, end)
(jerome) abstractMesh.ts
documented (jerome) mesh.ts
documented (jerome) groundMesh.ts
documented (jerome) instancedMesh.ts
documented (jerome) lineMesh.ts
documented (jerome) vertexData.ts
documented (jerome) subMesh.ts
documented (jerome) vertexBuffer.ts
documented (jerome) math.ts
documented (jerome)light.ts
documented (jerome) directionalLight.ts
documented (jerome) hemisphericLight.ts
documented (jerome) pointLight.ts
documented (jerome) spotLight.ts
documented (jerome) shadowGenerator.ts
documented (jerome) requestVRFullscreen
has been removed. Call attachControl()
inside a user-interaction callback to start sending frames to the VR displaysetPositionOffset
has been used to change the position offset. it is now done using camera.position
show
has been removed. Use new RayHelper.show()
insteadhide
has been removed. Use new RayHelper.hide()
insteadonPhysicsCollide
has been removed. Use mesh.physicsImpostor.registerOnPhysicsCollide()
insteadsetPhysicsState
has been removed. Use new PhysicsImpostor()
insteadgetPhysicsMass
has been removed. Use mesh.physicsImpostor.getParam("mass")
insteadgetPhysicsFriction
has been removed. Use mesh.physicsImpostor.getParam("friction")
insteadgetPhysicsRestitution
has been removed. Use mesh.physicsImpostor.getParam("restitution")
insteadupdatePhysicsBodyPosition
has been removed. Changes are synchronized automatically nowupdateVerticesDataDirectly
has been removed. Use mesh.updateVerticesData()
insteadgetBlurHPostProcess
has been removed. Blur post-process is no more requiredgetBlurVPostProcess
has been removed. Blur post-process is no more requiredsetGravity
has been removed. Use scene.getPhysicsEngine().setGravity()
insteadcreateCompoundImpostor
has been removed. Use PhysicsImpostor parent/child insteadLongPressDelay
and DragMovementThreshold
are now respectively Scene.LongPressDelay and Scene.DragMovementThresholdHDRRenderingPipeline
has been removed because it is deprecated. It is now replaced by StandardRenderingPipeline
which is more advanced. See documentationStandardRenderingPipeline
effect to support screen space lens flare and depth of field. Demo - (Julien Moreau-Mathis)HighlightLayer
object to enable highlights rendering. Demo - (sebavan)scene.useRightHandedSystem = true
(deltakosh)gulp build-custom
Doc (deltakosh)gulp build-custom
Doc (deltakosh)developed
node.doNotSerialize
to prevent specific nodes to be serialized by SceneSerializer
(deltakosh)scene.multiPick
and scene.multiPickWithRay
to return an array of pickedMesh objects (deltakosh)Effect.GetVertexShaderSource()
and Effect.GetFragmentShaderSource()
(deltakosh)Texture.LoadFromDataString()
to help loading base64 encoded textures (deltakosh)Engine.setTextureFormatToUse()
, and an appropriate one will be chosen. (Palmer-JC)Tools.CreateScreenshot
function will capture all canvas data. Previous implementation is now called CreateScreenshotUsingRenderTarget
(deltakosh) sprite.playAnimation
(deltakosh) camera.isInFrustum
and camera.isCompletelyInFrustum
. Can be used with meshes, submeshes and boundingInfo (deltakosh) supersample
mode to double font quality. (nockawa)particle.intersectsMesh()
(jerome)invertUV
parameter an all ribbon based shapes : ribbon, tube, lathe, basic and custom extrusion (jerome)scene.hoverCursor
property to define a custom cursor when moving mouse over meshes (deltakosh) MeshBuilder.CreateGroundFromHeightMap()
and MeshBuilder.CreateTiledGround()
(jerome)_computeHeightQuads()
that affected all the GroundMesh.getHeightAtCoordinates()
and GroundMesh.getNormalAtCoordinates()
methods (jerome)Mesh.CreateDashedLines()
missing instance
parameter on update (jerome)SolidParticleSystem
(jerome)SolidParticleSystem
(jerome)LineSystem
. Demo here (jerome)developed
Buffer
object and then use buffer.createVertexBuffer
to specify the vertex buffers (benaadams) overridenInstanceCount
set to specify the number of meshes to draw when custom instancing is used (benaadams) Earcut
module). The PolygonMeshBuilder
class now relies on Earcut. (nockawa) renderTargetTexture.useCameraPostProcesses
to control postprocesses for render targets (deltakosh)mesh.toLefthanded()
to convert a mesh from right handed system (kesshi)node._children
to track children hierarchy (deltakosh)digest()
(jerome) computeBoundingBox
(jerome) isVisible
(jerome) Engine.updateDynamicVertexBuffer
now has optional count as well as offset to allow partial updates (benaadams) DynamicTexture.clone()
now preserves height in addition to width (dahlbyk)MeshBuilder.CreateGroundFromHeightMap()
and MeshBuilder.CreateTiledGround()
(jerome)SolidParticleSystem
(jerome)VertexData.CreateLines()
removed as MeshBuilder.CreateLines()
now calls MeshBuilder.CreateLineSystem()
scene.onNewXXXAdded
and scene.onXXXRemoved
callbacks were removed and replaced by scene.onNewXXXAddedObservable
and scene.onXXXRemovedObservable
Material.dispose
does not dispose textures by default. You have to call material.dispose(false, true)
to get the previous behavior.SSAORenderingPipeline.getBlurHPostProcess
and SSAORenderingPipeline.getBlurVPostProcess
. The SSAO rendering pipeline doesn't use standard blur post-process anymore. A bilateral blur post-process is used instead.Engine.bindBuffers
is now Engine.bindBuffersDirectly
(benaadams)Engine.bindMultiBuffers
is now Engine.bindBuffers
and strongly typed { [key: string]: VertexBuffer; }
of buffers (benaadams)Engine.createDynamicVertexBuffer
takes vertices rather than capacity, creating and initalizing in one gpu instruction (benaadams) Engine.bindBuffer
is used rather than gl.bindBuffer
which only binds when the bound buffer is changing (benaadams) DynamicTexture
no longer forces height/width to exponents of 2 if MIP maps are disabled (dahlbyk)SolidParticleSystem
documented (jerome)MeshBuilder
documented (jerome)Mesh
documented (jerome)StandardMaterial.lightmapTexture
which can be controlled with StandardMaterial.useLightmapAsShadowMap
(deltakosh)Mesh.CreatePolyhedron()
method (jerome)
<<<<<<< HEADMesh.CreateIcoSphere()
method Demo here (G'kar)Mesh.CreateIcoSphere()
method Demo here (G'kar)developed
CubeTexture.CreateFromImages()
(deltakosh)bb.isLocked
and bb.update()
) (deltakosh)ActionManager.OnLongPressTrigger
and ActionManager.OnPickDownTrigger
(vouskprod)Mesh.convertToUnIndexedMesh()
to create meshes with no indices (which could be faster when vertex reuse is low and vertex structure is small) (deltakosh)Animatable.goToFrame()
(deltakosh)Animation.CreateAndStartAnimation
and added Animation.CreateMergeAndStartAnimation
to reproduce previous behavior (deltakosh)StandardMaterial.linkEmissiveWithDiffuse
to, well, link emissive with diffuse value. (With)[ https://www.babylonjs-playground.com/#2FPUCS#2] and (without)[ https://www.babylonjs-playground.com/#2FPUCS#1] (deltakosh)DirectionalLight.autoUpdateExtends
to prevent directional lights to adapt to scene extends (deltakosh)debugLayer.show()
to define root element to use (deltakosh)MeshBuilder
class used to create all kind of mesh shapes (deltakosh)Scene.constantlyUpdateMeshUnderPointer
to improve performance when moving mouse (deltakosh)StandardMaterial.disableLighting
(deltakosh)Material.sideOrientation
property to define clockwise or counter-clockwise faces selection. Demo here (deltakosh)MeshBuilder.CreateCylinder()
(jerome)CreateCylinder
, CreateSphere
, CreateTube
, CreateDisc
and CreateLathe
(jerome)MeshBuilder.CreateSphere()
(jerome)closed
parameter in MeshBuilder.CreateLathe()
(jerome)cap
parameter in MeshBuilder.CreateLathe()
(jerome)diameter
, hasRings
, enclose
parameters in MeshBuilder.CreateCreateCylinder()
(jerome)getNormalAtCoordinates()
and getNormalAtCoordinatesToRef()
methods in MeshBuilder.CreateLathe()
(jerome)Material.dispose()
now removes disposed material from meshes (deltakosh)Material.getBindedMeshes()
function (deltakosh)Mesh.updateVerticesDataDirectly
deprecated (Palmer-JC)Tmp
class for internal use in order to improvement the memory management, jerome)Scene.swithActiveCamera(newCamera, attachControl)
to go from one camera active to another. (dad72) PRMesh.attachToBone
when bone's matrix has a negative determinant (deltakosh)getHeightAtCoordinates()
: brand new ultra fast algorithm, can be used for many objects at once in the render loop now (jerome)closePath
and closeArray
ribbon parameter now working back together (jerome)ActionManager.OnPickTrigger
now acts as a single click/tap and is not raised on drag or swipe anymore. To get the old behavior, ActionManager.OnPickDownTrigger
should be used instead (vouskprod)VertexData.CreateCylinder()
now supports only the single options parameter (jerome)VertexData.CreateRibbon()
now supports only the single options parameter (jerome)VertexData.CreateBox()
now supports only the single options parameter (jerome)VertexData.CreateSphere)
now supports only the single options parameter (jerome)VertexData.CreateTorus()
now supports only the single options parameter (jerome)VertexData.CreateTorusKnot()
now supports only the single options parameter (jerome)VertexData.CreatePlane()
now supports only the single options parameter (jerome)VertexData.CreateDisc()
now supports only the single options parameter (jerome)VertexData.CreateLines()
now supports only the single options parameter (jerome)VertexData.CreateDashedLines()
now supports only the single options parameter (jerome)VertexData.CreateGround()
now supports only the single options parameter (jerome)VertexData.CreateTiledGround()
now supports only the single options parameter (jerome)VertexData.CreateGroundFromHeightMap()
now supports only the single options parameter (deltakosh)Tools.IsExponantOfTwo()
renamed to Tools.IsExponentOfTwo()
(deltakosh)Tools.GetExponantOfTwo()
renamed to Tools.GetExponentOfTwo()
(deltakosh)developed
CreateBox
(jerome)Vector3.RotationFromAxisToRef()
: same as RotationFromAxis()
but assigns a reference (jerome)ComputeNormals
optimization : less object allocation and normal array initialization (jerome)dof_focus_depth
(range 0..1) is deprecated, use dof_focus_distance
(range 0..infinity) instead (jahow)RotationFromAxis()
: fixed the dot product case outside the range [-1, 1] (jerome)Mesh.CreateDecal()
function to create decals. See demo. More info here (deltakosh)BABYLON.Mesh.ExtrudeShape
and BABYLON.Mesh.ExtrudeShapeCustom
. More info here (jbousquie)Camera.setCameraRigMode
to control 3D rendering of any camera (Anaglyph, Stereo, VR) (Palmer-JC, vousk)MultiMaterial.clone()
function (deltakosh)mesh.computeNormals()
function (jbousquie)Mesh.onLODLevelSelection(distance: number, mesh: Mesh, selectedLevel: Mesh)
callback (deltakosh)Material.zOffset
to help reducing z-fighting (deltakosh)Curve
object (jbousquie) More info herePath3D
object (jbousquie) More info hereNo more error when a manifest is not found (deltakosh)
constructor(name: string, urls: string[], scene: Scene, generateMipMaps = false, invertY = false, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE)
(deltakosh)PolygonMeshBuilder
object used to create mesh from polygons (ElemarJR)Mesh.simplify()
function to automatically simplify meshes. More info here (raananw)scene.enableDepthRenderer()
to register depth texture rendering. More info here (deltakosh)SSAORenderingPipeline
to apply screen space ambient occlusion. More info here (julien-moreau) VolumetricLightScatteringPostProcess
to simulate volumetric light scattering. More info here (julien-moreau) PolygonMeshBuilder
object used to create mesh from polygons (ElemarJR)Mesh.simplify()
function to automatically simplify meshes. More info here (raananw)scene.enableDepthRenderer()
to register depth texture rendering. More info here (deltakosh)SSAORenderingPipeline
to apply screen space ambient occlusion. More info here (julien-moreau) VolumetricLightScatteringPostProcess
to simulate volumetric light scattering. More info here (julien-moreau) developed
scene.createDefaultCameraOrLight()
function (deltakosh)clear()
function to DynamicTexture (deltakosh)RawTexture
object to create texture from arraybuffer with specific format (luminance, luminance and alpha, alpha, rgb, rgba) (deltakosh) ParticleSystem.updateFunction
to define custom behavior for particles (deltakosh) mesh.renderOverlay
and mesh.overlayColor
(deltakosh)Mesh.setVerticesData
function (deltakosh)Texture.CreateFromBase64String
function (deltakosh)Effect.onBind
callback (deltakosh)mesh.isCompletelyInFrustum(camera)
function (deltakosh)Tools.GetFps()
and Tools.GetDeltaTime()
are now functions hosted by the engine: engine.getFps()
and engine.getDeltaTime()
deltakosh)BABYLON.FollowCamera
used to smoothly follow a given target abogartzBABYLON.AssetsManager
used to handle assets loading alongside loading screen display (deltakosh)Engine.displayLoadingUI()
, Engine.hideLoadingUI()
, Engine.loadingUiText
. See more here (deltakosh)StandardMaterial
. See demo here and wiki here (deltakosh)mesh.updateVerticesDataDirectly(kind, float32array)
to update mesh data directly (deltakosh)camera.projectToScreen()
function to transform a vector3 into a screen pixel (deltakosh)effect
parameter to define custom shader for BABYLON.ParticleSystem
constructor. See demo here and wiki here (deltakosh) StandardMaterial.useSpecularOverAlpha
to define if you want specular to appear even on top of transparent surfaces (deltakosh)SceneLoader.Append
function to append a babylon.js file to an existing scene (Palmer-JC)LinesMesh.alpha
property (deltakosh)Mesh.applyDisplacementMap
and Mesh.applyDisplacementMapFromBuffer
(deltakosh) Mesh.renderOutline
property to render outlines around a mesh (used with Mesh.outlineColor
and Mesh.outlineWidth
) (deltakosh)Light.includedOnlyMeshes
array to define explicitely which mesh is affected by a light (deltakosh) RenderTargetTexture can now specify a camera to use (deltakosh)
Fixing tons of bugs with PostProcessRenderPipeline. Wiki updated. (deltakosh)
mesh.registerAfterRender
and mesh.unregisterAfterRender
functions (deltakosh) fragmentElement
parameter to define custom shader for BABYLON.ParticleSystem
constructor (deltakosh) OnKeyDown
and OnKeyUp
triggers. See actions wiki for more info (deltakosh) Engine.Version
property which returns a string with the current version (deltakosh) BABYLON.ActionManager.OnIntersectionEnterTrigger
, BABYLON.ActionManager.OnIntersectionExitTrigger
. Documentation updated (deltakosh) BABYLON.LinesMesh
. You can find a demo here (deltakosh) mesh.moveWithCollisions
function. Used with mesh.ellipsoid
and '''mesh.ellipsoidOffset```, this function can be used to move a mesh and use an ellipsoid around it to check collisions (deltakosh) BABYLON.PickingInfo.getTextureCoordinates()
function (deltakosh) BABYLON.Scene.cameraToUseForPointers
property that defines this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position (deltakosh) BABYLON.OculusOrientedCamera
was replaced by BABYLON.OculusCamera
for better integration into camera system (deltakosh) Mesh.CreateTiledGround()
function (kostar111) BABYLON.Action
: You can now create a complex system of interactions. More info here (deltakosh)BABYLON.Gamepads
& BABYLON.Gamepad
: Support for Gamepad API (Xbox 360 Pad & Generic Pads) (davrous)BABYLON.GamepadCamera
: use a FPS-like camera controlled by your gamepad using 1 line of code (davrous)BABYLON.GroundMesh
created by BABYLON.Mesh.Createground
and BABYLON.Mesh.CreateGroundFromHeightMap
. This object is optimized for collisions and rendering of grounds (!!!). A first feature is also included GroundMesh.getHeightAtCoordinates
(deltakosh)samplingMode
parameter when creating textures (deltakosh)scene.meshUnderPointer
, scene.pointerX
, scene.pointerY
(deltakosh)Mesh.showSubMeshesBoundingBox
to display sbumeshes bounding boxes (deltakosh)renderTargetTexture.refreshRate
property to define the refresh rate of RenderTargetTexture: Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on... (deltakosh)scene.beforeCameraRender
and scene.afterCameraRender
callbacks (deltakosh)startDirectionFunction
and startPositionFunction
(deltakosh)useAlphaFromDiffuseTexture
option for standard material to use 8-it alpha channel from the diffuse texture instead of using it as an alpha test value (Platane)Tools.Log, Tools.Warn, Tools.Error
functions. Filter can be applied using Tools.CurrentLoglevel
(MaxenceBrasselet, deltakosh)setDirectionToTarget
function added to SpotLight, HemisphericLight and DirectionalLight (Wingnutt)VertexData.CreateGroundFromHeightMap
(deltakosh)Tools.CreateScreenshot
(nicolas-obre)ArcRotateCamera.setPosition()
(Celian)Mesh.setVerticesData
signature is now: (kind, values, updatable) instead of (values, kind, updatable) in order to be consistent with Mesh.updateVerticesData
deltakosh)mesh.showBoundingBox
to display mesh's bounding box. You can configure back and front color using scene.getBoundingBoxRenderer()
. This function returns a BABYLON.BoundingBoxRenderer
where you can define backColor
, frontColor
and showBackLines
(deltakosh)BABYLON.Mesh.CreateTorusKnot
(deltakosh)BABYLON.AnaglyphArcRotateCamera
and BABYLON.AnaglyphFreeCamera
(michael-korbas), (deltakosh)BABYLON.StandardMaterial
(demonixis)BABYLON.VertexData.ExtractFromMesh
function (deltakosh)BABYLON.AnaglyphArcRotateCamera
for example) (deltakosh)BABYLON.Engine.runEvenInBackground
property. True by default. It allows you to stop rendering when the browser is not the foreground application. (deltakosh)onCompiled
and onError
(deltakosh)Fixed an issue with Internet Explorer while rendering a RenderTargetTexture outside the engine renderLoop (nicolas-obre)
BABYLON.ShaderMaterial
object to simply create custom shaders (deltakosh) - See Custom shader - cell shadingBABYLON.VertexData
object to easily manipulates vertex attributes (deltakosh) - See VertexDataBABYLON.CubeTexture
constructor (deltakosh)BABYLON.Color3.FromInts()
and BABYLON.Color4.FromInts()
(deltakosh)BABYLON.VideoTexture
constructor (deltakosh)BABYLON.Scene.getCameraByID
function (deltakosh)BABYLON.Scene.setActiveCameraByName()
function (deltakosh)BABYLON.Scene.activeCameraByID()
to BABYLON.Scene.setActiveCameraByID()
(deltakosh)BABYLON.SceneSerializer.Serialize
function (deltakosh)`mesh.convertToFlatShadedMesh()
) (deltakosh)mesh.rotate
and mesh.translate
functions to rotate and translate mesh both locally and globally (deltakosh)ParticleSystem.forceDepthWrite
(deltakosh)mesh.lookAt
function (professorF)mesh.setAbsolutePosition
function (gwenael-hagenmuller)mesh.infiniteDistance
(deltakosh)matrix.multiply
function (up to 50% faster) (deltakosh)animation.currentFrame
property to get current animation frame (deltakosh)animation.floatInterpolateFunction
property to define custom float interpolation function (deltakosh)animation.vector3InterpolateFunction
property to define custom vector3 interpolation function (deltakosh)animation.quaternionInterpolateFunction
property to define custom quaternion interpolation function (deltakosh)light.excludedMeshes
property to exclude specific meshes from light computation (deltakosh)texture.anisotropicFilteringLevel
property to define the anisotropic level of a texture (deltakosh)mesh.infiniteDistance
property to make a mesh static from the point of view of the camera (deltakosh)scene.customRenderTargets
property to add our own renderTargetTexture (deltakosh)lockedTarget
for freeCamera in order to allow cameras to track moving targets (deltakosh)angularSensibility
property for cameras (deltakosh) upVector
property for cameras. Cameras are now not limited to a (0, 1, 0) up vector (deltakosh) parent
property for cameras and lights: Lights, cameras and meshes can be related. For instance a camera can now be attached to a mesh as child and vice versa (deltakosh)renderingGroupId
for SpriteManager (deltakosh)BoundingBox
and BoundingSphere
are prepared with an identity matrix during construction (deltakosh) SceneLoader.ImportMesh
(nicolas-obre)DeviceOrientationCamera
that supports W3C DeviceOrientations events (deltakosh)mesh.renderingGroupId
and particleSystem.renderingGroupId
properties to support rendering layers (deltakosh)predicate
parameter for scene.pick
function in order to be able to select pickable meshes (deltakosh) mesh.refreshBoundingInfo()
method (deltakosh) onAnimationEnd
parameter for animations (deltakosh) mesh.setLocalTranslation
and mesh.getLocalTranslation
functions (deltakosh)matrix.setTranslation
function (deltakosh)mesh.rotation
and mesh.rotationQuaternion
are now two separated functions (deltakosh) dispose()
function and a disposeWhenFinishedAnimating
property to sprites (Cyle)applyTransform()
function to meshes in order to bake a specific transformation into vertices (deltakosh)setPivotMatrix()
and getPivotMatrix()
to meshes to define pivot matrix (deltakosh)Mesh.CreateCylinder
now takes two diameters as parameters to be able to create cone (deltakosh) material.Clone
function (deltakosh) scene.IsReady()
is more robust now and can be used to detect when the scene is EFFECTIVELY ready :) (deltakosh)attachControl()
function (deltakosh)scene.pick()
function (deltakosh)