sample/assets/js/babylon.max.js
function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, useInGammaSpace, usePMREMGenerator, onLoad, onError) {
            if (noMipmap === void 0) { noMipmap = false; }
            if (generateHarmonics === void 0) { generateHarmonics = true; }
            if (useInGammaSpace === void 0) { useInGammaSpace = false; }
            if (usePMREMGenerator === void 0) { usePMREMGenerator = false; }
            if (onLoad === void 0) { onLoad = null; }
            if (onError === void 0) { onError = null; }
            var _this = _super.call(this, scene) || this;
            _this._useInGammaSpace = false;
            _this._generateHarmonics = true;
            _this._isBABYLONPreprocessed = false;
            _this._onLoad = null;
            _this._onError = null;
            /**
             * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
             */
            _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
            /**
             * Specifies wether the texture has been generated through the PMREMGenerator tool.
             * This is usefull at run time to apply the good shader.
             */
            _this.isPMREM = false;
            _this._isBlocking = true;
            if (!url) {
                return _this;
            }
            _this.name = url;
            _this.url = url;
            _this.hasAlpha = false;
            _this.isCube = true;
            _this._textureMatrix = BABYLON.Matrix.Identity();
            _this._onLoad = onLoad;
            _this._onError = onError;
            _this.gammaSpace = false;
            if (size) {
                _this._isBABYLONPreprocessed = false;
                _this._noMipmap = noMipmap;
                _this._size = size;
                _this._useInGammaSpace = useInGammaSpace;
                _this._usePMREMGenerator = usePMREMGenerator &&
                    scene.getEngine().getCaps().textureLOD &&
                    _this.getScene().getEngine().getCaps().textureFloat &&
                    !_this._useInGammaSpace;
            }
            else {
                _this._isBABYLONPreprocessed = true;
                _this._noMipmap = false;
                _this._useInGammaSpace = false;
                _this._usePMREMGenerator = scene.getEngine().getCaps().textureLOD &&
                    _this.getScene().getEngine().getCaps().textureFloat &&
                    !_this._useInGammaSpace;
            }
            _this.isPMREM = _this._usePMREMGenerator;
            _this._texture = _this._getFromCache(url, _this._noMipmap);
            if (!_this._texture) {
                if (!scene.useDelayedTextureLoading) {
                    _this.loadTexture();
                }
                else {
                    _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
                }
            }
            return _this;
        }
function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, useInGammaSpace, usePMREMGenerator, onLoad, onError) {
            if (noMipmap === void 0) { noMipmap = false; }
            if (generateHarmonics === void 0) { generateHarmonics = true; }
            if (useInGammaSpace === void 0) { useInGammaSpace = false; }
            if (usePMREMGenerator === void 0) { usePMREMGenerator = false; }
            if (onLoad === void 0) { onLoad = null; }
            if (onError === void 0) { onError = null; }
            var _this = _super.call(this, scene) || this;
            _this._useInGammaSpace = false;
            _this._generateHarmonics = true;
            _this._isBABYLONPreprocessed = false;
            _this._onLoad = null;
            _this._onError = null;
            /**
             * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
             */
            _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
            /**
             * Specifies wether the texture has been generated through the PMREMGenerator tool.
             * This is usefull at run time to apply the good shader.
             */
            _this.isPMREM = false;
            _this._isBlocking = true;
            if (!url) {
                return _this;
            }
            _this.name = url;
            _this.url = url;
            _this.hasAlpha = false;
            _this.isCube = true;
            _this._textureMatrix = BABYLON.Matrix.Identity();
            _this._onLoad = onLoad;
            _this._onError = onError;
            _this.gammaSpace = false;
            if (size) {
                _this._isBABYLONPreprocessed = false;
                _this._noMipmap = noMipmap;
                _this._size = size;
                _this._useInGammaSpace = useInGammaSpace;
                _this._usePMREMGenerator = usePMREMGenerator &&
                    scene.getEngine().getCaps().textureLOD &&
                    _this.getScene().getEngine().getCaps().textureFloat &&
                    !_this._useInGammaSpace;
            }
            else {
                _this._isBABYLONPreprocessed = true;
                _this._noMipmap = false;
                _this._useInGammaSpace = false;
                _this._usePMREMGenerator = scene.getEngine().getCaps().textureLOD &&
                    _this.getScene().getEngine().getCaps().textureFloat &&
                    !_this._useInGammaSpace;
            }
            _this.isPMREM = _this._usePMREMGenerator;
            _this._texture = _this._getFromCache(url, _this._noMipmap);
            if (!_this._texture) {
                if (!scene.useDelayedTextureLoading) {
                    _this.loadTexture();
                }
                else {
                    _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
                }
            }
            return _this;
        }
function HDRCubeTexture ( url , scene , size , noMipmap , generateHarmonics , useInGammaSpace , usePMREMGenerator , onLoad , onError ) { if ( noMipmap === void 0 ) { noMipmap = false ; } if ( generateHarmonics === void 0 ) { generateHarmonics = true ; } if ( useInGammaSpace === void 0 ) { useInGammaSpace = false ; } if ( usePMREMGenerator === void 0 ) { usePMREMGenerator = false ; } if ( onLoad === void 0 ) { onLoad = null ; } if ( onError === void 0 ) { onError = null ; } var _this = _super . call ( this , scene ) || this ; _this . _useInGammaSpace = false ; _this . _generateHarmonics = true ; _this . _isBABYLONPreprocessed = false ; _this . _onLoad = null ; _this . _onError = null ; /**
             * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
             */ _this . coordinatesMode = BABYLON . Texture . CUBIC_MODE ; /**
             * Specifies wether the texture has been generated through the PMREMGenerator tool.
             * This is usefull at run time to apply the good shader.
             */ _this . isPMREM = false ; _this . _isBlocking = true ; if ( ! url ) { return _this ; } _this . name = url ; _this . url = url ; _this . hasAlpha = false ; _this . isCube = true ; _this . _textureMatrix = BABYLON . Matrix . Identity ( ) ; _this . _onLoad = onLoad ; _this . _onError = onError ; _this . gammaSpace = false ; if ( size ) { _this . _isBABYLONPreprocessed = false ; _this . _noMipmap = noMipmap ; _this . _size = size ; _this . _useInGammaSpace = useInGammaSpace ; _this . _usePMREMGenerator = usePMREMGenerator && scene . getEngine ( ) . getCaps ( ) . textureLOD && _this . getScene ( ) . getEngine ( ) . getCaps ( ) . textureFloat && ! _this . _useInGammaSpace ; } else { _this . _isBABYLONPreprocessed = true ; _this . _noMipmap = false ; _this . _useInGammaSpace = false ; _this . _usePMREMGenerator = scene . getEngine ( ) . getCaps ( ) . textureLOD && _this . getScene ( ) . getEngine ( ) . getCaps ( ) . textureFloat && ! _this . _useInGammaSpace ; } _this . isPMREM = _this . _usePMREMGenerator ; _this . _texture = _this . _getFromCache ( url , _this . _noMipmap ) ; if ( ! _this . _texture ) { if ( ! scene . useDelayedTextureLoading ) { _this . loadTexture ( ) ; } else { _this . delayLoadState = BABYLON . Engine . DELAYLOADSTATE_NOTLOADED ; } } return _this ; }
Instantiates an HDRTexture from the following parameters.

@param url The location of the HDR raw data (Panorama stored in RGBE format)
@param scene The scene the texture will be used in
@param size The cubemap desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
@param noMipmap Forces to not generate the mipmap if true
@param generateHarmonics Specifies wether you want to extract the polynomial harmonics during the generation process
@param useInGammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
@param usePMREMGenerator Specifies wether or not to generate the CubeMap through CubeMapGen to avoid seams issue at run time.
Instantiates an HDRTexture from the following parameters .