import BoxGeometry from '../Core/BoxGeometry.js';
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import Cartesian3 from '../Core/Cartesian3.js';
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import defaultValue from '../Core/defaultValue.js';
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import defined from '../Core/defined.js';
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import destroyObject from '../Core/destroyObject.js';
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import DeveloperError from '../Core/DeveloperError.js';
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import GeometryPipeline from '../Core/GeometryPipeline.js';
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import Matrix4 from '../Core/Matrix4.js';
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import VertexFormat from '../Core/VertexFormat.js';
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import BufferUsage from '../Renderer/BufferUsage.js';
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import CubeMap from '../Renderer/CubeMap.js';
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import DrawCommand from '../Renderer/DrawCommand.js';
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import loadCubeMap from '../Renderer/loadCubeMap.js';
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import RenderState from '../Renderer/RenderState.js';
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import ShaderProgram from '../Renderer/ShaderProgram.js';
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import ShaderSource from '../Renderer/ShaderSource.js';
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import VertexArray from '../Renderer/VertexArray.js';
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import SkyBoxFS from '../Shaders/SkyBoxFS.js';
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import SkyBoxVS from '../Shaders/SkyBoxVS.js';
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import BlendingState from './BlendingState.js';
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import SceneMode from './SceneMode.js';
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/**
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* A sky box around the scene to draw stars. The sky box is defined using the True Equator Mean Equinox (TEME) axes.
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* <p>
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* This is only supported in 3D. The sky box is faded out when morphing to 2D or Columbus view. The size of
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* the sky box must not exceed {@link Scene#maximumCubeMapSize}.
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* </p>
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*
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* @alias SkyBox
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* @constructor
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*
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* @param {Object} options Object with the following properties:
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* @param {Object} [options.sources] The source URL or <code>Image</code> object for each of the six cube map faces. See the example below.
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* @param {Boolean} [options.show=true] Determines if this primitive will be shown.
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*
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*
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* @example
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* scene.skyBox = new Cesium.SkyBox({
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* sources : {
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* positiveX : 'skybox_px.png',
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* negativeX : 'skybox_nx.png',
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* positiveY : 'skybox_py.png',
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* negativeY : 'skybox_ny.png',
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* positiveZ : 'skybox_pz.png',
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* negativeZ : 'skybox_nz.png'
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* }
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* });
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*
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* @see Scene#skyBox
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* @see Transforms.computeTemeToPseudoFixedMatrix
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*/
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function SkyBox(options) {
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/**
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* The sources used to create the cube map faces: an object
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* with <code>positiveX</code>, <code>negativeX</code>, <code>positiveY</code>,
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* <code>negativeY</code>, <code>positiveZ</code>, and <code>negativeZ</code> properties.
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* These can be either URLs or <code>Image</code> objects.
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*
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* @type Object
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* @default undefined
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*/
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this.sources = options.sources;
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this._sources = undefined;
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/**
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* Determines if the sky box will be shown.
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*
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* @type {Boolean}
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* @default true
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*/
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this.show = defaultValue(options.show, true);
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this._command = new DrawCommand({
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modelMatrix : Matrix4.clone(Matrix4.IDENTITY),
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owner : this
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});
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this._cubeMap = undefined;
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this._attributeLocations = undefined;
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this._useHdr = undefined;
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}
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/**
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* Called when {@link Viewer} or {@link CesiumWidget} render the scene to
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* get the draw commands needed to render this primitive.
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* <p>
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* Do not call this function directly. This is documented just to
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* list the exceptions that may be propagated when the scene is rendered:
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* </p>
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*
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* @exception {DeveloperError} this.sources is required and must have positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ properties.
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* @exception {DeveloperError} this.sources properties must all be the same type.
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*/
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SkyBox.prototype.update = function(frameState, useHdr) {
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var that = this;
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if (!this.show) {
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return undefined;
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}
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if ((frameState.mode !== SceneMode.SCENE3D) &&
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(frameState.mode !== SceneMode.MORPHING)) {
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return undefined;
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}
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// The sky box is only rendered during the render pass; it is not pickable, it doesn't cast shadows, etc.
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if (!frameState.passes.render) {
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return undefined;
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}
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var context = frameState.context;
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if (this._sources !== this.sources) {
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this._sources = this.sources;
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var sources = this.sources;
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//>>includeStart('debug', pragmas.debug);
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if ((!defined(sources.positiveX)) ||
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(!defined(sources.negativeX)) ||
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(!defined(sources.positiveY)) ||
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(!defined(sources.negativeY)) ||
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(!defined(sources.positiveZ)) ||
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(!defined(sources.negativeZ))) {
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throw new DeveloperError('this.sources is required and must have positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ properties.');
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}
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if ((typeof sources.positiveX !== typeof sources.negativeX) ||
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(typeof sources.positiveX !== typeof sources.positiveY) ||
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(typeof sources.positiveX !== typeof sources.negativeY) ||
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(typeof sources.positiveX !== typeof sources.positiveZ) ||
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(typeof sources.positiveX !== typeof sources.negativeZ)) {
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throw new DeveloperError('this.sources properties must all be the same type.');
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}
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//>>includeEnd('debug');
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if (typeof sources.positiveX === 'string') {
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// Given urls for cube-map images. Load them.
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loadCubeMap(context, this._sources).then(function(cubeMap) {
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that._cubeMap = that._cubeMap && that._cubeMap.destroy();
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that._cubeMap = cubeMap;
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});
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} else {
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this._cubeMap = this._cubeMap && this._cubeMap.destroy();
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this._cubeMap = new CubeMap({
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context : context,
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source : sources
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});
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}
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}
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var command = this._command;
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if (!defined(command.vertexArray)) {
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command.uniformMap = {
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u_cubeMap: function() {
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return that._cubeMap;
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}
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};
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var geometry = BoxGeometry.createGeometry(BoxGeometry.fromDimensions({
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dimensions : new Cartesian3(2.0, 2.0, 2.0),
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vertexFormat : VertexFormat.POSITION_ONLY
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}));
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var attributeLocations = this._attributeLocations = GeometryPipeline.createAttributeLocations(geometry);
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command.vertexArray = VertexArray.fromGeometry({
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context : context,
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geometry : geometry,
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attributeLocations : attributeLocations,
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bufferUsage : BufferUsage.STATIC_DRAW
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});
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command.renderState = RenderState.fromCache({
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blending : BlendingState.ALPHA_BLEND
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});
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}
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if (!defined(command.shaderProgram) || this._useHdr !== useHdr) {
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var fs = new ShaderSource({
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defines : [useHdr ? 'HDR' : ''],
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sources : [SkyBoxFS]
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});
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command.shaderProgram = ShaderProgram.fromCache({
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context : context,
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vertexShaderSource : SkyBoxVS,
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fragmentShaderSource : fs,
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attributeLocations : this._attributeLocations
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});
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this._useHdr = useHdr;
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}
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if (!defined(this._cubeMap)) {
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return undefined;
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}
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return command;
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};
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/**
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* Returns true if this object was destroyed; otherwise, false.
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* <br /><br />
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* If this object was destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
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*
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* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
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*
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* @see SkyBox#destroy
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*/
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SkyBox.prototype.isDestroyed = function() {
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return false;
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};
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/**
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* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
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* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
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* <br /><br />
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* Once an object is destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
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* assign the return value (<code>undefined</code>) to the object as done in the example.
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*
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*
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*
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* @example
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* skyBox = skyBox && skyBox.destroy();
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*
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* @see SkyBox#isDestroyed
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*/
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SkyBox.prototype.destroy = function() {
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var command = this._command;
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command.vertexArray = command.vertexArray && command.vertexArray.destroy();
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command.shaderProgram = command.shaderProgram && command.shaderProgram.destroy();
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this._cubeMap = this._cubeMap && this._cubeMap.destroy();
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return destroyObject(this);
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};
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export default SkyBox;
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