@woosh/meep-engine 2.85.1 → 2.85.2

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@@ -89385,6 +89385,7 @@ class GraphicsEngine {
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  return intersectObject;
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  })();
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  }
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+
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  /**
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  *
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  * @returns {MaterialManager}
@@ -89468,7 +89469,7 @@ class GraphicsEngine {
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  start() {
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  const canvas = document.createElement("canvas");
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- const context = canvas.getContext("webgl2", {antialias: false});
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+ const context = canvas.getContext("webgl2", { antialias: false });
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  const rendererParameters = {
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  antialias: true,
@@ -89665,6 +89666,10 @@ class GraphicsEngine {
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  // TODO designate opaque output buffer
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  const frameBuffer = buffers.getById(StandardFrameBuffers.ColorAndDepth);
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+ if (frameBuffer === undefined) {
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+ throw new Error(`No color-depth frame buffer`);
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+ }
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+
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  renderTextureToScreenQuad(frameBuffer.renderTarget.texture, renderer);
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  this.on.postOpaquePass.send0();
@@ -103363,7 +103368,7 @@ class Engine {
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  try {
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  graphicsEngine.start();
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  } catch (e) {
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- logger.info("Failed to start GraphicEngine: ", e);
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+ logger.error(`Failed to start GraphicEngine: ${e}`);
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  }
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  } else {
package/package.json CHANGED
@@ -5,7 +5,7 @@
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  "description": "Fully featured ECS game engine written in JavaScript",
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  "type": "module",
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  "author": "Alexander Goldring",
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- "version": "2.85.1",
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+ "version": "2.85.2",
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  "main": "build/meep.module.js",
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  "module": "build/meep.module.js",
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  "exports": {
@@ -238,7 +238,7 @@ class Engine {
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  try {
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  graphicsEngine.start();
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  } catch (e) {
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- logger.info("Failed to start GraphicEngine: ", e);
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+ logger.error(`Failed to start GraphicEngine: ${e}`);
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  }
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  } else {
@@ -232,6 +232,7 @@ export class GraphicsEngine {
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  return intersectObject;
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  })();
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  }
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+
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  /**
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  *
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  * @returns {MaterialManager}
@@ -315,7 +316,7 @@ export class GraphicsEngine {
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  start() {
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  const canvas = document.createElement("canvas");
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- const context = canvas.getContext("webgl2", {antialias: false});
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+ const context = canvas.getContext("webgl2", { antialias: false });
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  const rendererParameters = {
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  antialias: true,
@@ -519,6 +520,10 @@ export class GraphicsEngine {
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  // TODO designate opaque output buffer
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  const frameBuffer = buffers.getById(StandardFrameBuffers.ColorAndDepth);
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+ if (frameBuffer === undefined) {
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+ throw new Error(`No color-depth frame buffer`);
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+ }
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+
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  renderTextureToScreenQuad(frameBuffer.renderTarget.texture, renderer);
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  this.on.postOpaquePass.send0();