Optional
animations?: AnimationDefinitionsOptional
cloneOptional
engine?: { adaptToDeviceRatio?: boolean; antialiasing?: boolean; limitTextureSize?: LimitTextureSizeConfig | false; options?: EngineOptions; useParallelShaderCompile?: boolean }Optional
adaptOptional
antialiasing?: booleanOptional
limitPossibility to limit the size of textures when getting loaded by the engine. Activating this feature potentially saves a lot of memory and can be used to avoid crashes when loading expensive models on weaker devices. In praxis this has been an issue with iPhones a lot, therefore it's possible to activate this feature for iPhones only as well.
Optional
options?: EngineOptionsOptional
useSee this forum entry for description of parallel shader compilition effect: https://forum.babylonjs.com/t/scene-flickering-when-turning-off-light/48733. Parallel shading compilition generally improves the speed of material compilition and helps when switching materials while objects are moving (eg: animations). Deactivating parallel shading compilition is benefitial when switching lights and materials in static scenarios. It's activated by default due to compatibility reasons but can be overwritten with this flag.
Optional
meshOptional
parameterOptional
parameters?: ParameterBagOptional
placements?: PlacementDefinitionsGenerated using TypeDoc
Information about material cloning. Default value is
false
.