@galacean/engine-core 1.0.0-beta.5 → 1.0.0-beta.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/main.js +5 -2
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +5 -2
- package/dist/module.js +5 -2
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/shadow/CascadedShadowCasterPass.d.ts +1 -0
package/dist/main.js
CHANGED
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@@ -15210,7 +15210,7 @@ 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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15213
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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);
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@@ -18123,7 +18123,7 @@ 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,
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18126
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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 {
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@@ -18328,6 +18328,9 @@ 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 engineMath.Vector4(0, 0, 1, 1);
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+
})();
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(function() {
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CascadedShadowCasterPass._clearColor = new engineMath.Color(1, 1, 1, 1);
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})();
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