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Update engine.ts
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@@ -559,6 +559,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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this.scene.autoClear = false;
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this.scene.autoClear = false;
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//this.scene.autoClearDepthAndStencil = false;
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//this.scene.autoClearDepthAndStencil = false;
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this.scene.skipPointerMovePicking = true;
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this.scene.skipPointerMovePicking = true;
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this.scene.skipFrustumClipping = true; // snapshot renderingでは全てのメッシュがアクティブになっている必要があるため
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this.sr = new BABYLON.SnapshotRenderingHelper(this.scene);
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this.sr = new BABYLON.SnapshotRenderingHelper(this.scene);
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@@ -1142,8 +1143,6 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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continue;
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continue;
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}
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}
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if (SNAPSHOT_RENDERING) m.alwaysSelectAsActiveMesh = true;
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m.isPickable = false;
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m.isPickable = false;
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m.checkCollisions = false;
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m.checkCollisions = false;
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m.receiveShadows = true;
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m.receiveShadows = true;
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@@ -1380,10 +1379,6 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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this.shadowGeneratorForSunLight.addShadowCaster(mesh);
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this.shadowGeneratorForSunLight.addShadowCaster(mesh);
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}
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}
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if (SNAPSHOT_RENDERING) {
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mesh.alwaysSelectAsActiveMesh = true;
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}
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//if (mesh.material) (mesh.material as BABYLON.PBRMaterial).ambientColor = new BABYLON.Color3(0.2, 0.2, 0.2);
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//if (mesh.material) (mesh.material as BABYLON.PBRMaterial).ambientColor = new BABYLON.Color3(0.2, 0.2, 0.2);
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if (mesh.material) {
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if (mesh.material) {
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if (mesh.material instanceof BABYLON.MultiMaterial) {
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if (mesh.material instanceof BABYLON.MultiMaterial) {
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