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#include " threepp/renderers/gl/GLBackground.hpp"
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#include " threepp/renderers/gl/GLCubeMaps.hpp"
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#include " threepp/renderers/gl/GLObjects.hpp"
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- #include " threepp/renderers/gl/GLState.hpp"
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#include " threepp/renderers/gl/GLRenderLists.hpp"
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+ #include " threepp/renderers/gl/GLState.hpp"
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#include " threepp/renderers/GLRenderer.hpp"
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@@ -58,15 +58,15 @@ void GLBackground::render(GLRenderList& renderList, Object3D* scene) {
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if (!boxMesh) {
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auto shaderMaterial = ShaderMaterial::create ();
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shaderMaterial->name = " BackgroundCubeMaterial" ;
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- shaderMaterial->uniforms = std::make_shared<UniformMap>( shaders::ShaderLib::instance ().cube .uniforms ) ;
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+ shaderMaterial->uniforms = shaders::ShaderLib::instance ().cube .uniforms ;
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shaderMaterial->vertexShader = shaders::ShaderLib::instance ().cube .vertexShader ;
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shaderMaterial->fragmentShader = shaders::ShaderLib::instance ().cube .fragmentShader ;
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shaderMaterial->side = Side::Back;
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shaderMaterial->depthTest = false ;
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shaderMaterial->depthWrite = false ;
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shaderMaterial->fog = false ;
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- auto geometry = BoxGeometry::create (1 , 1 , 1 );
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+ auto geometry = BoxGeometry::create (100 , 100 , 100 );
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geometry->deleteAttribute (" normal" );
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geometry->deleteAttribute (" uv" );
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@@ -75,18 +75,18 @@ void GLBackground::render(GLRenderList& renderList, Object3D* scene) {
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boxMesh->onBeforeRender = [&](void *, Object3D*, Camera* camera, BufferGeometry*, Material*, std::optional<GeometryGroup>) {
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boxMesh->matrixWorld ->copyPosition (*camera->matrixWorld );
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};
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- }
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- objects.update (boxMesh.get ());
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- }
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+ objects.update (boxMesh.get ());
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- auto shaderMaterial = boxMesh->material ()->as <ShaderMaterial>();
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- shaderMaterial->uniforms ->at (" envMap" ).setValue (_background->texture ());
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- shaderMaterial->uniforms ->at (" flipEnvMap" ).setValue (true );
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- shaderMaterial->needsUpdate ();
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+ shaderMaterial->needsUpdate ();
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+ }
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- renderList.unshift (boxMesh.get (), boxMesh->geometry (), boxMesh->material (), 0 , 0 , std::nullopt);
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+ auto shaderMaterial = boxMesh->material ()->as <ShaderMaterial>();
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+ shaderMaterial->uniforms .at (" envMap" ).setValue (_background->texture ());
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+ shaderMaterial->uniforms .at (" flipEnvMap" ).setValue (true );
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+ renderList.unshift (boxMesh.get (), boxMesh->geometry (), boxMesh->material (), 0 , 0 , std::nullopt);
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+ }
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}
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}
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