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Inspector v2: Add Effect Layers to Scene Explorer #16877
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Inspector v2: Add Effect Layers to Scene Explorer #16877
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Add uniqueId to EffectLayer Add initial impl of effect layer explorer
Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/16877/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/16877/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/16877/merge#BCU1XR#0 |
You have made possible changes to the playground. https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/PLAYGROUND/refs/pull/16877/merge/ The snapshot playground with the CDN snapshot (only when available): Note that neither Babylon scenes nor textures are uploaded to the snapshot directory, so some playgrounds won't work correctly. |
Building or testing the sandbox has failed. If the tests failed, results can be found here: |
Visualization tests for WebGPU |
You have changed file(s) that made possible changes to the sandbox. https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/SANDBOX/refs/pull/16877/merge/ |
WebGL2 visualization test reporter: |
Adds effect layers to scene explorer:
uniqueId
toEffectLayer
EffectLayer
s lives in scene.ts, but the functions for adding/removing live in effectLayerSceneComponent.ts and theEffectLayer
constructor directly pushes the instance into thescene.effectLayers
array. To try to make things consistent, I've moved theaddEffectLayer
andremoveEffectLayer
to scene.ts, and call those functions from theEffectLayer
constructor and dispose function. @sebavan