Fixed MeshController geometry setter when geometry is null
Added disposeLocalData on TextureResource
Change parameter shadowspread and shadowsize to property
Keeping position in the animation on timeFunction and reverse change
Add enum to enable shader optimization methods
RealisticSinglePassShader enable the RESOLVE_PARAMETRIZED optimization
Added interpolateAnimations parameter to ParserOptions
On Geometry.dispose and disposeLocalData, checking if indexStream exists before disposing it
Fixed DataProvider.propertyExists
Debug
Remove static lighting diffuseColor binding
Added phong optimization
Fix multipass phong effect
Added parser getter on SceneLoader
Fix normal computation when indexStream does not reference all vertexStream and original vertexStream does not include normals
Fixed vertex color shader (shader compilation error: float5 instead of float4).
Fix flipped env map
Fix env map computation
Change multi pass priority offset to avoid collision with alpha reduction priority in passes
Fix zNear parameter that triggered multiple errors on shader post optimization
Fix alpha threshold on multi pass phong effect