@galacean/engine-core 0.9.5 → 0.9.7

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@@ -14412,7 +14412,7 @@ var Basic2DBatcher = /*#__PURE__*/ function() {
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  // vertices
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  this._vertexBuffers[index] = new Buffer(engine, exports.BufferBindFlag.VertexBuffer, MAX_VERTEX_COUNT * 4 * vertexStride, exports.BufferUsage.Dynamic);
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  // indices
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- this._indiceBuffers[index] = new Buffer(engine, exports.BufferBindFlag.IndexBuffer, MAX_VERTEX_COUNT * 3, exports.BufferUsage.Dynamic);
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+ this._indiceBuffers[index] = new Buffer(engine, exports.BufferBindFlag.IndexBuffer, MAX_VERTEX_COUNT * 2 * 3, exports.BufferUsage.Dynamic);
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  mesh.setVertexBufferBinding(this._vertexBuffers[index], vertexStride);
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  mesh.setIndexBufferBinding(this._indiceBuffers[index], exports.IndexFormat.UInt16);
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  mesh.setVertexElements(vertexElements);
@@ -17129,7 +17129,7 @@ var /**
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  // prepare render target
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  var renderTarget = this._getAvailableRenderTarget();
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  // @todo: shouldn't set viewport and scissor in activeRenderTarget
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- rhi.activeRenderTarget(renderTarget, null, 0);
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+ rhi.activeRenderTarget(renderTarget, CascadedShadowCasterPass._viewport, 0);
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  if (this._supportDepthTexture) {
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  rhi.clearRenderTarget(engine, exports.CameraClearFlags.Depth, null);
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  } else {
@@ -17333,6 +17333,9 @@ var /**
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  (function() {
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  CascadedShadowCasterPass._cascadesSplitDistance = new Array(CascadedShadowCasterPass._maxCascades + 1);
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  })();
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+ (function() {
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+ CascadedShadowCasterPass._viewport = new miniprogram.Vector4(0, 0, 1, 1);
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+ })();
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  (function() {
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  CascadedShadowCasterPass._clearColor = new miniprogram.Color(1, 1, 1, 1);
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  })();
package/dist/module.js CHANGED
@@ -14407,7 +14407,7 @@ var Basic2DBatcher = /*#__PURE__*/ function() {
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  // vertices
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  this._vertexBuffers[index] = new Buffer(engine, BufferBindFlag.VertexBuffer, MAX_VERTEX_COUNT * 4 * vertexStride, BufferUsage.Dynamic);
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  // indices
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- this._indiceBuffers[index] = new Buffer(engine, BufferBindFlag.IndexBuffer, MAX_VERTEX_COUNT * 3, BufferUsage.Dynamic);
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+ this._indiceBuffers[index] = new Buffer(engine, BufferBindFlag.IndexBuffer, MAX_VERTEX_COUNT * 2 * 3, BufferUsage.Dynamic);
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  mesh.setVertexBufferBinding(this._vertexBuffers[index], vertexStride);
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  mesh.setIndexBufferBinding(this._indiceBuffers[index], IndexFormat.UInt16);
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  mesh.setVertexElements(vertexElements);
@@ -17124,7 +17124,7 @@ var /**
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  // prepare render target
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  var renderTarget = this._getAvailableRenderTarget();
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  // @todo: shouldn't set viewport and scissor in activeRenderTarget
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- rhi.activeRenderTarget(renderTarget, null, 0);
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+ rhi.activeRenderTarget(renderTarget, CascadedShadowCasterPass._viewport, 0);
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  if (this._supportDepthTexture) {
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  rhi.clearRenderTarget(engine, CameraClearFlags.Depth, null);
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  } else {
@@ -17328,6 +17328,9 @@ var /**
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  (function() {
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  CascadedShadowCasterPass._cascadesSplitDistance = new Array(CascadedShadowCasterPass._maxCascades + 1);
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  })();
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+ (function() {
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+ CascadedShadowCasterPass._viewport = new Vector4(0, 0, 1, 1);
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+ })();
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  (function() {
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  CascadedShadowCasterPass._clearColor = new Color$1(1, 1, 1, 1);
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  })();