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Update engine.ts
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@@ -556,7 +556,9 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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this.engine = options.engine;
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this.engine = options.engine;
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this.scene = new BABYLON.Scene(this.engine);
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this.scene = new BABYLON.Scene(this.engine);
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this.scene.performancePriority = BABYLON.ScenePerformancePriority.Intermediate;
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// なんかレンダリングがおかしくなるときがあるのでコメントアウト
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// オブジェクトを選択し、後ろを向いて別のオブジェクトを選択した後、最初のオブジェクトに振り返ると消えているなど
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//this.scene.performancePriority = BABYLON.ScenePerformancePriority.Intermediate;
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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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@@ -646,6 +648,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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blurKernelSize: 64,
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blurKernelSize: 64,
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});
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});
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gl.intensity = 0.5;
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gl.intensity = 0.5;
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this.scene.setRenderingAutoClearDepthStencil(gl.renderingGroupId, false);
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if (SNAPSHOT_RENDERING) {
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if (SNAPSHOT_RENDERING) {
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this.sr.updateMeshesForEffectLayer(gl);
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this.sr.updateMeshesForEffectLayer(gl);
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@@ -739,6 +742,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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this.zGridPreviewPlane.isVisible = false;
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this.zGridPreviewPlane.isVisible = false;
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this.selectionOutlineLayer = new BABYLON.SelectionOutlineLayer('outliner', this.scene);
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this.selectionOutlineLayer = new BABYLON.SelectionOutlineLayer('outliner', this.scene);
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this.scene.setRenderingAutoClearDepthStencil(this.selectionOutlineLayer.renderingGroupId, false);
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if (SNAPSHOT_RENDERING) {
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if (SNAPSHOT_RENDERING) {
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this.sr.updateMeshesForEffectLayer(this.selectionOutlineLayer);
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this.sr.updateMeshesForEffectLayer(this.selectionOutlineLayer);
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}
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}
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