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https://github.com/RandomityGuy/MBHaxe.git
synced 2025-10-30 08:11:25 +00:00
fix some culling and shit
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parent
112aceb02c
commit
1644f7fddb
3 changed files with 8 additions and 1 deletions
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@ -111,10 +111,12 @@ class InstanceManager {
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if (dtsshader != null) {
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if (dtsshader != null) {
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minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
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minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
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minfo.meshbatch.material.mainPass.addShader(dtsshader);
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minfo.meshbatch.material.mainPass.addShader(dtsshader);
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minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
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}
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}
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minfo.transparencymeshbatch = new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene);
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minfo.transparencymeshbatch = new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene);
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minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
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minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
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minfo.transparencymeshbatch.material.mainPass.addShader(dtsshader);
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minfo.transparencymeshbatch.material.mainPass.addShader(dtsshader);
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minfo.transparencymeshbatch.material.mainPass.culling = mat.mainPass.culling;
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// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.mainPass.getShader(PropsValues));
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// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.mainPass.getShader(PropsValues));
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// minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.transparencymeshbatch.material.mainPass.getShader(PropsValues));
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// minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.transparencymeshbatch.material.mainPass.getShader(PropsValues));
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@ -229,6 +229,10 @@ class MarbleWorld extends Scheduler {
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var shadow = scene.renderer.getPass(h3d.pass.DefaultShadowMap);
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var shadow = scene.renderer.getPass(h3d.pass.DefaultShadowMap);
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shadow.power = 0.5;
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shadow.power = 0.5;
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shadow.mode = Dynamic;
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shadow.minDist = 0.1;
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shadow.maxDist = 200;
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shadow.bias = 0;
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var sunlight = new DirLight(sunDirection, scene);
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var sunlight = new DirLight(sunDirection, scene);
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sunlight.color = directionalColor;
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sunlight.color = directionalColor;
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@ -760,6 +764,7 @@ class MarbleWorld extends Scheduler {
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func();
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func();
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lock = false;
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lock = false;
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this._resourcesLoaded++;
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this._resourcesLoaded++;
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this.loadingGui.setProgress((1 - resourceLoadFuncs.length / _loadingLength));
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#end
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#end
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#if js
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#if js
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var prom = new js.lib.Promise((resolve, reject) -> {
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var prom = new js.lib.Promise((resolve, reject) -> {
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@ -49,7 +49,7 @@ class Tornado extends ForceObject {
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this.soundChannel = AudioManager.playSound(ResourceLoader.getResource("data/sound/tornado.wav", ResourceLoader.getAudio, this.soundResources),
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this.soundChannel = AudioManager.playSound(ResourceLoader.getResource("data/sound/tornado.wav", ResourceLoader.getAudio, this.soundResources),
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new Vector(1e8, 1e8, 1e8), true);
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new Vector(1e8, 1e8, 1e8), true);
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for (material in this.materials) {
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for (material in this.materials) {
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material.blendMode = Alpha;
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// material.blendMode = Alpha;
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material.mainPass.culling = h3d.mat.Data.Face.None;
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material.mainPass.culling = h3d.mat.Data.Face.None;
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}
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}
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}
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}
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