diff --git a/src/InstanceManager.hx b/src/InstanceManager.hx index 6c6d2bfc..f4084897 100644 --- a/src/InstanceManager.hx +++ b/src/InstanceManager.hx @@ -111,10 +111,12 @@ class InstanceManager { if (dtsshader != null) { minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader); minfo.meshbatch.material.mainPass.addShader(dtsshader); + minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling; } minfo.transparencymeshbatch = new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene); minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader); minfo.transparencymeshbatch.material.mainPass.addShader(dtsshader); + minfo.transparencymeshbatch.material.mainPass.culling = mat.mainPass.culling; // minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.mainPass.getShader(PropsValues)); // minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.transparencymeshbatch.material.mainPass.getShader(PropsValues)); diff --git a/src/MarbleWorld.hx b/src/MarbleWorld.hx index ed0b709e..177da58e 100644 --- a/src/MarbleWorld.hx +++ b/src/MarbleWorld.hx @@ -229,6 +229,10 @@ class MarbleWorld extends Scheduler { var shadow = scene.renderer.getPass(h3d.pass.DefaultShadowMap); shadow.power = 0.5; + shadow.mode = Dynamic; + shadow.minDist = 0.1; + shadow.maxDist = 200; + shadow.bias = 0; var sunlight = new DirLight(sunDirection, scene); sunlight.color = directionalColor; @@ -760,6 +764,7 @@ class MarbleWorld extends Scheduler { func(); lock = false; this._resourcesLoaded++; + this.loadingGui.setProgress((1 - resourceLoadFuncs.length / _loadingLength)); #end #if js var prom = new js.lib.Promise((resolve, reject) -> { diff --git a/src/shapes/Tornado.hx b/src/shapes/Tornado.hx index ff0e4f63..4a1cc5ba 100644 --- a/src/shapes/Tornado.hx +++ b/src/shapes/Tornado.hx @@ -49,7 +49,7 @@ class Tornado extends ForceObject { this.soundChannel = AudioManager.playSound(ResourceLoader.getResource("data/sound/tornado.wav", ResourceLoader.getAudio, this.soundResources), new Vector(1e8, 1e8, 1e8), true); for (material in this.materials) { - material.blendMode = Alpha; + // material.blendMode = Alpha; material.mainPass.culling = h3d.mat.Data.Face.None; } }