fix some culling and shit

This commit is contained in:
RandomityGuy 2022-07-28 17:49:24 +05:30
parent 112aceb02c
commit 1644f7fddb
3 changed files with 8 additions and 1 deletions

View file

@ -111,10 +111,12 @@ class InstanceManager {
if (dtsshader != null) { if (dtsshader != null) {
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader); minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.meshbatch.material.mainPass.addShader(dtsshader); 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 = 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.removeShader(minfo.meshbatch.material.textureShader);
minfo.transparencymeshbatch.material.mainPass.addShader(dtsshader); 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.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.mainPass.getShader(PropsValues));
// minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.transparencymeshbatch.material.mainPass.getShader(PropsValues)); // minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.transparencymeshbatch.material.mainPass.getShader(PropsValues));

View file

@ -229,6 +229,10 @@ class MarbleWorld extends Scheduler {
var shadow = scene.renderer.getPass(h3d.pass.DefaultShadowMap); var shadow = scene.renderer.getPass(h3d.pass.DefaultShadowMap);
shadow.power = 0.5; shadow.power = 0.5;
shadow.mode = Dynamic;
shadow.minDist = 0.1;
shadow.maxDist = 200;
shadow.bias = 0;
var sunlight = new DirLight(sunDirection, scene); var sunlight = new DirLight(sunDirection, scene);
sunlight.color = directionalColor; sunlight.color = directionalColor;
@ -760,6 +764,7 @@ class MarbleWorld extends Scheduler {
func(); func();
lock = false; lock = false;
this._resourcesLoaded++; this._resourcesLoaded++;
this.loadingGui.setProgress((1 - resourceLoadFuncs.length / _loadingLength));
#end #end
#if js #if js
var prom = new js.lib.Promise((resolve, reject) -> { var prom = new js.lib.Promise((resolve, reject) -> {

View file

@ -49,7 +49,7 @@ class Tornado extends ForceObject {
this.soundChannel = AudioManager.playSound(ResourceLoader.getResource("data/sound/tornado.wav", ResourceLoader.getAudio, this.soundResources), this.soundChannel = AudioManager.playSound(ResourceLoader.getResource("data/sound/tornado.wav", ResourceLoader.getAudio, this.soundResources),
new Vector(1e8, 1e8, 1e8), true); new Vector(1e8, 1e8, 1e8), true);
for (material in this.materials) { for (material in this.materials) {
material.blendMode = Alpha; // material.blendMode = Alpha;
material.mainPass.culling = h3d.mat.Data.Face.None; material.mainPass.culling = h3d.mat.Data.Face.None;
} }
} }