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Update engine.ts

This commit is contained in:
syuilo
2026-04-18 14:08:35 +09:00
parent acd9b94b49
commit d1555d5423

View File

@@ -312,7 +312,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
this.shadowGeneratorForRoomLight.bias = 0.0001;
this.shadowGeneratorForRoomLight.usePercentageCloserFiltering = true;
this.shadowGeneratorForRoomLight.filteringQuality = BABYLON.ShadowGenerator.QUALITY_HIGH;
if (!SNAPSHOT_RENDERING) this.shadowGeneratorForRoomLight.getShadowMap().refreshRate = 60; // snapshot renderingではrefreshRateが設定されているとなぜかクラッシュする
this.shadowGeneratorForRoomLight.getShadowMap().refreshRate = 60;
//this.shadowGenerator1.useContactHardeningShadow = true;
const sunLight = new BABYLON.DirectionalLight('sunLight', new BABYLON.Vector3(0.2, -1, -1), this.scene);
@@ -327,7 +327,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
this.shadowGeneratorForSunLight.bias = 0.0001;
this.shadowGeneratorForSunLight.usePercentageCloserFiltering = true;
this.shadowGeneratorForSunLight.usePoissonSampling = true;
if (!SNAPSHOT_RENDERING) this.shadowGeneratorForSunLight.getShadowMap().refreshRate = 60; // snapshot renderingではrefreshRateが設定されているとなぜかクラッシュする
this.shadowGeneratorForSunLight.getShadowMap().refreshRate = 60;
this.lightContainer = new BABYLON.ClusteredLightContainer('clustered', [], this.scene);