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_r's Issues

scene imageProcessing seems not to be recognized

see https://codepen.io/vinc3r/pen/OJPMjZG

The patch does not enable vignette. You can use thisjavascript code to execute it in the console, you will see the result we should have:

_r.scene.imageProcessingConfiguration.isEnabled = true;
_r.scene.imageProcessingConfiguration.vignetteEnabled = true;
_r.scene.imageProcessingConfiguration.vignetteWeight = 100;
_r.scene.imageProcessingConfiguration.vignetteColor = BABYLON.Color4.FromHexString("#FF000000");
_r.scene.imageProcessingConfiguration.vignetteCameraFov = 1;

_r.load seems to not apply patch (or apply them randomly)

see https://codesandbox.io/embed/ancient-bird-wmlcx?codemirror=1&fontsize=12&hidenavigation=1&module=%2Floadfile.js&theme=dark

If you send this patch to the console, you'll be able to see the desired result:

_r.patch([{"cornellBox.red.000:material":{"albedoColor": "yellow"}},{"cornellBox.ground.000:material":{"albedoColor": "blue"}}]);

If you call the patch after addToScene, it works:

_r.select(assets).addToScene();
_r.patch(["cornellBox.patch"]);

Get objects above in hierarchy inside patch

see: https://codesandbox.io/s/github/Vinc3r/codesandbox-project/tree/master/BabylonJS/_runtime/cycle-through-patches/bjs?fontsize=14&hidenavigation=1&module=%2Fcycling-through-meshes.patch&theme=dark

(embeded link for sharing issue)

repo on Github: https://github.com/Vinc3r/codesandbox-project/tree/master/BabylonJS/_runtime/cycle-through-patches/bjs

Take a look on cycling-through-meshes.patch >> be able to get current mesh in the albedoTexture function could be useful to automate texture assignation process (especially for lightmaps, with mesh name detection).

scene fog seems not supported

you can test using this code:

  _r.ready(function(){
        /* DEBUG FOG */

        var usePatch = false;
        if (usePatch) {
            _r.patch([{
                "scene": {
                    "fogMode": BABYLON.Scene.FOGMODE_LINEAR,
                    "fogStart": 1,
                    "fogEnd": 5,
                    "fogColor": "red"
                }
            }]);
        } else {

            _r.scene.fogMode = BABYLON.Scene.FOGMODE_LINEAR;
            _r.scene.fogStart = 1;
            _r.scene.fogEnd = 5;
            _r.scene.fogColor = _r.color("red");
        }
        /******/
});

Are children selectors supported?

Like in HTML, is there a way to use nested/recursive selector?
So this _r.select("*:mesh material:ball material:blue"); so it would:

  1. split query by space " " so we have 3 nested selectors
  2. find all *:mesh and the return childrens
  3. find all children from previus query with material:ball
  4. find all children with material:blue and return

_r.patch sequence

_r.patch([{
   "exec" : function() { console.log("1");
}, {
  "exec" : function() { console.log("2");
}, {
  "exec" : function() { console.log("3");
}).then(function() {
    console.log("4");
});
console.log("5");

=> 1, 5, 2, 3, 4

Should be
=> 1, 2, 3, 5, 4

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