@galacean/engine-core 1.0.0-beta.6 → 1.0.0-beta.7

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@@ -15211,7 +15211,7 @@ 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);
@@ -18330,7 +18330,7 @@ var /**
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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.Color(0, 0, 1, 1);
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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);
package/dist/module.js CHANGED
@@ -15206,7 +15206,7 @@ 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);
@@ -18325,7 +18325,7 @@ var /**
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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 Color$1(0, 0, 1, 1);
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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);