Added gulp to make it easier for people to start to use. Makes it easier to compile. If someone is using gulp they can have it watch the project and automagically build.
----- Bug Fixes -----
com/babylonhx/Engine.hx -> fix for postprocess bloom
public function getRenderWidth(useScreen:Bool = false):Int {
//Below seems to break bloom
/_if (!useScreen && this._currentRenderTarget != null) {
return this._currentRenderTarget.width;
}/
if (lime || openfl || nme || purejs)
return width;
#else
return app.width;
#end
}
/babylonhx/layer/Layer.hx -> changed texture to dynamic in the event it is coming from dynamic texture and uses canvas
com/babylonhx/postprocess/PostProcess.hx -> was commented out this will break shadows2 demo if it is not present
Added gulp to make it easier for people to start to use. Makes it easier to compile. If someone is using gulp they can have it watch the project and automagically build.
----- Bug Fixes ----- com/babylonhx/Engine.hx -> fix for postprocess bloom public function getRenderWidth(useScreen:Bool = false):Int { //Below seems to break bloom /_if (!useScreen && this._currentRenderTarget != null) { return this._currentRenderTarget.width; }/
if (lime || openfl || nme || purejs)
/babylonhx/layer/Layer.hx -> changed texture to dynamic in the event it is coming from dynamic texture and uses canvas
com/babylonhx/postprocess/PostProcess.hx -> was commented out this will break shadows2 demo if it is not present
if(this._textures.length > 0) {
this._effect._bindTexture("textureSampler", this._textures.data[this._currentRenderTextureInd]); }