@xeokit/xeokit-sdk 2.4.0-beta-2 → 2.4.0-beta-3

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@@ -81805,7 +81805,7 @@ class SceneModel extends Component {
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  this._dtxEnabled = this.scene.dtxEnabled && (cfg.dtxEnabled !== false);
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  this._enableVertexWelding = false; // Not needed for most objects, and very expensive, so disabled
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- this._enableIndexBucketing = true;
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+ this._enableIndexBucketing = false; // Until fixed: https://github.com/xeokit/xeokit-sdk/issues/1204
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  this._vboBatchingLayerScratchMemory = getScratchMemory();
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  this._textureTranscoder = cfg.textureTranscoder || getKTX2TextureTranscoder(this.scene.viewer);
@@ -81801,7 +81801,7 @@ class SceneModel extends Component {
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  this._dtxEnabled = this.scene.dtxEnabled && (cfg.dtxEnabled !== false);
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  this._enableVertexWelding = false; // Not needed for most objects, and very expensive, so disabled
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- this._enableIndexBucketing = true;
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+ this._enableIndexBucketing = false; // Until fixed: https://github.com/xeokit/xeokit-sdk/issues/1204
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  this._vboBatchingLayerScratchMemory = getScratchMemory();
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  this._textureTranscoder = cfg.textureTranscoder || getKTX2TextureTranscoder(this.scene.viewer);
@@ -19613,7 +19613,8 @@ gl.RGB,gl.FLOAT,tempFloat32Array3);// gl.bindTexture (gl.TEXTURE_2D, null);
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  * to non-textured triangle meshes, and that VBOs are always used for meshes that have textures, line segments, or point
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  * primitives. Only works while {@link DTX#enabled} is also ````true````.
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  */function SceneModel(owner){var _this93;var cfg=arguments.length>1&&arguments[1]!==undefined?arguments[1]:{};_classCallCheck(this,SceneModel);_this93=_super123.call(this,owner,cfg);_this93._dtxEnabled=_this93.scene.dtxEnabled&&cfg.dtxEnabled!==false;_this93._enableVertexWelding=false;// Not needed for most objects, and very expensive, so disabled
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- _this93._enableIndexBucketing=true;_this93._vboBatchingLayerScratchMemory=getScratchMemory();_this93._textureTranscoder=cfg.textureTranscoder||getKTX2TextureTranscoder(_this93.scene.viewer);_this93._maxGeometryBatchSize=cfg.maxGeometryBatchSize;_this93._aabb=math.collapseAABB3();_this93._aabbDirty=true;_this93._quantizationRanges={};_this93._vboInstancingLayers={};_this93._vboBatchingLayers={};_this93._dtxLayers={};_this93._meshList=[];_this93.layerList=[];// For GL state efficiency when drawing, InstancingLayers are in first part, BatchingLayers are in second
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+ _this93._enableIndexBucketing=false;// Until fixed: https://github.com/xeokit/xeokit-sdk/issues/1204
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+ _this93._vboBatchingLayerScratchMemory=getScratchMemory();_this93._textureTranscoder=cfg.textureTranscoder||getKTX2TextureTranscoder(_this93.scene.viewer);_this93._maxGeometryBatchSize=cfg.maxGeometryBatchSize;_this93._aabb=math.collapseAABB3();_this93._aabbDirty=true;_this93._quantizationRanges={};_this93._vboInstancingLayers={};_this93._vboBatchingLayers={};_this93._dtxLayers={};_this93._meshList=[];_this93.layerList=[];// For GL state efficiency when drawing, InstancingLayers are in first part, BatchingLayers are in second
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  _this93._entityList=[];_this93._geometries={};_this93._dtxBuckets={};// Geometries with optimizations used for data texture representation
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  _this93._textures={};_this93._textureSets={};_this93._meshes={};_this93._entities={};_this93._scheduledMeshes={};/** @private **/_this93.renderFlags=new RenderFlags();/**
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  * @private