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Make explicit the need for engine renderloop for end frame, and fix some small typos (#16584)
Make explicit the need for `engine.runRenderLoop(...)` as part of `engine.onEndFrameObservable`. Drive by fix of some small typos.
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packages/dev/core/src/Culling/ray.core.ts

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@@ -187,7 +187,7 @@ export class Ray {
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/**
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* Checks if the ray intersects a box
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* This does not account for the ray lenght by design to improve perfs.
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* This does not account for the ray length by design to improve perfs.
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* @param box the bounding box to check
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* @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
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* @returns if the box was hit

packages/dev/core/src/Engines/abstractEngine.ts

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@@ -1120,7 +1120,7 @@ export abstract class AbstractEngine {
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public onBeginFrameObservable = new Observable<AbstractEngine>();
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/**
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* Observable raised when the engine ends the current frame
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* Observable raised when the engine ends the current frame (requires a render loop, e.g. 'engine.runRenderLoop(...)')
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*/
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public onEndFrameObservable = new Observable<AbstractEngine>();
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@@ -1313,7 +1313,7 @@ export abstract class AbstractEngine {
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}
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/**
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* Activates an effect, making it the current one (ie. the one used for rendering)
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* Activates an effect, making it the current one (i.e. the one used for rendering)
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* @param effect defines the effect to activate
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*/
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public abstract enableEffect(effect: Nullable<Effect | DrawWrapper>): void;

packages/dev/materials/src/water/readme.md

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@@ -45,5 +45,5 @@ waterMaterial.bumpHeight = 0.3; // According to the bump map, represents the per
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waterMaterial.windDirection = new BABYLON.Vector2(1.0, 1.0); // The wind direction on the water surface (on width and height)
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waterMaterial.waterColor = new BABYLON.Color3(0.1, 0.1, 0.6); // Represents the water color mixed with the reflected and refracted world
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waterMaterial.colorBlendFactor = 2.0; // Factor to determine how the water color is blended with the reflected and refracted world
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waterMaterial.waveLength = 0.1; // The lenght of waves. With smaller values, more waves are generated
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waterMaterial.waveLength = 0.1; // The length of waves. With smaller values, more waves are generated
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```

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