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* Expose feature points in BabylonJS as a native extension.
* Expose setFeaturePointCloudEnabled in XRSession, and add it to the startup routine for the feature
* Add some comments and minor cleanup
* Fix some minor spacing issues
* Add id to feature point data.
* fix indexing of confidence value and ID.
* Maintain feature point cloud across frames, signal with our collection every frame.
* Change onFeaturePointsUpdatedObservable to signal with a list of updated Ids so that we can keep track what has changed between frames.
* Fix doubled size array from doing both a distinct size declaration and .push.
* Add in doc describing implementation of FeaturePoints into LibDeclarations.
* Cleanup, make exposed array readonly and use private member variable to do internal accounting.
* Updating What's new, and move private member variable to unbreak typedoc.
* Apply suggestions from code review
Co-authored-by: Ryan Tremblay <[email protected]>
* Address PR comments. Split feature point updates into added, and updated.
* Change setFeaturePointCloudEnabled to trySetFeaturePointEnabled.
* Address PR comments.
* Make feature names readonly.
* Make it so ids do not need to be sequential.
* Add option in default pipeline property grid to convert cc to gamma or linear
* Nightly
* Nightly
* Update KHR_materials_variants to latest spec (#8739)
* remove reset button for variants
* Fix thin instance bounding info computation (#8740)
* Nightly
* Add some precision to the doc of onMeshLoaded callback / observable (#8743)
* Allow enabling the stencil buffer when using CreateScreenshotUsingRenderTarget (#8748)
* fix updateOptions issue (#8746)
* Optional entity types array for XR hit-test
* fix updateOptions issue
* linting
* remove unneeded character
* 4.2.0-alpha.33
Co-authored-by: Alex Tran <[email protected]>
Co-authored-by: Ryan Tremblay <[email protected]>
Co-authored-by: Gary Hsu <[email protected]>
Co-authored-by: Raanan Weber <[email protected]>
Co-authored-by: Popov72 <[email protected]>
* @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
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* @param scene defines the scene the sound belongs to
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* @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
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* @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
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*/
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* Create a sound and attach it to a scene
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* @param name Name of your sound
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* @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
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* @param scene defines the scene the sound belongs to
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* @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
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* @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
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