sky fixes

This commit is contained in:
RandomityGuy 2023-07-02 14:35:47 +05:30
parent 6898b7bc19
commit 4c252cfbc3
4 changed files with 7 additions and 6 deletions

View file

@ -354,7 +354,7 @@ class MarbleWorld extends Scheduler {
worker.loadFile(file);
}
this.scene.camera.zFar = Math.max(4000, Std.parseFloat(this.skyElement.visibledistance));
this.scene.camera.zFar = Std.parseFloat(this.skyElement.visibledistance);
this.sky = new Sky();

View file

@ -197,7 +197,7 @@ class PreviewWorld extends Scheduler {
if (misname == "marblepicker")
difficulty = "advanced";
else
difficulty = ["beginner", "intermediate", "advanced"][mis.difficultyIndex];
difficulty = mis.type;
var curToken = _loadToken;
@ -273,6 +273,7 @@ class PreviewWorld extends Scheduler {
worker.addTask(fwd -> {
sky.init(null, () -> {
scene.addChild(sky);
sky.setPosition(scene.camera.pos.x, scene.camera.pos.y, scene.camera.pos.z);
fwd();
}, skyElem);
});

View file

@ -39,7 +39,7 @@ class Sky extends Object {
sky.addNormals();
sky.addUVs();
var skyMesh = new h3d.scene.Mesh(sky, this);
skyMesh.material.mainPass.culling = Front;
skyMesh.material.mainPass.culling = None;
// This is such a hack
// skyMesh.material.mainPass.addShader(new h3d.shader.pbr.PropsValues(1, 0, 0, 1));
skyMesh.material.mainPass.enableLights = false;
@ -51,7 +51,7 @@ class Sky extends Object {
// pbrprops.occlusionValue = 0;
// pbrprops.metalnessValue = 1;
skyMesh.scale(3500);
skyMesh.scale(10);
// var env = new Environment(texture);
// env.compute();
// var renderer = cast(level.scene.renderer, h3d.scene.pbr.Renderer);
@ -59,7 +59,7 @@ class Sky extends Object {
skyMesh.material.mainPass.removeShader(skyMesh.material.textureShader);
skyMesh.material.mainPass.addShader(shad);
skyMesh.material.mainPass.depthWrite = false;
skyMesh.material.mainPass.depth(false, h3d.mat.Data.Compare.LessEqual);
skyMesh.material.mainPass.depth(false, Always);
skyMesh.material.mainPass.setPassName("sky");
cubemap = texture;
onFinish();

View file

@ -24,7 +24,7 @@ class CubemapRenderer {
this.sky = sky;
this.cubemap = new Texture(128, 128, [Cube, Dynamic, Target], h3d.mat.Data.TextureFormat.RGB8);
this.cubemap.depthBuffer = new h3d.mat.DepthBuffer(128, 128, h3d.mat.DepthBuffer.DepthFormat.Depth16);
this.camera = new Camera(90, 1, 1, 0.02, scene.camera.zFar);
this.camera = new Camera(90, 1, 1, 0.1, 1000);
this.position = new Vector();
this.nextFaceToRender = 0;
}