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Update engine.ts
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@@ -327,6 +327,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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this.shadowGeneratorForRoomLight = new BABYLON.ShadowGenerator(2048, this.roomLight);
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this.shadowGeneratorForRoomLight.forceBackFacesOnly = true;
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this.shadowGeneratorForRoomLight.bias = 0.00001;
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this.shadowGeneratorForRoomLight.normalBias = 0.005;
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this.shadowGeneratorForRoomLight.usePercentageCloserFiltering = true;
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this.shadowGeneratorForRoomLight.filteringQuality = BABYLON.ShadowGenerator.QUALITY_HIGH;
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if (options.graphicsQuality <= GRAPHICS_QUALITY_LOW) {
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@@ -457,7 +458,10 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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this.scene.blockMaterialDirtyMechanism = true;
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if (SNAPSHOT_RENDERING) {
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this.sr.enableSnapshotRendering();
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// 早く有効にしすぎることが原因かは不明だがクラッシュすることがあるので遅らせてみる
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setTimeout(() => {
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this.sr.enableSnapshotRendering();
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}, 100);
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}
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this.startRenderLoop();
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@@ -1381,7 +1385,7 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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private turnOnRoomLight(forInit = false) {
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if (!forInit && SNAPSHOT_RENDERING) this.sr.disableSnapshotRendering(); // このメソッドは参照カウント方式な点に留意
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this.roomLight.intensity = 15 * WORLD_SCALE * WORLD_SCALE;
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this.roomLight.intensity = 18 * WORLD_SCALE * WORLD_SCALE;
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this.envMapIndoor.level = 0.6;
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if (!forInit && SNAPSHOT_RENDERING) {
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setTimeout(() => {
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