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@@ -174,38 +174,8 @@ namespace Canvas3D {
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}
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}
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- // let currentNear = -1, currentFar = -1, currentFogNear = -1, currentFogFar = -1
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function setClipping() {
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cameraSetClipping(camera.state, scene.boundingSphere, p);
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- // const cDist = Vec3.distance(camera.state.position, camera.state.target)
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- // const bRadius = Math.max(10, scene.boundingSphere.radius)
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-
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- // const nearFactor = (50 - p.clip[0]) / 50
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- // const farFactor = -(50 - p.clip[1]) / 50
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- // let near = cDist - (bRadius * nearFactor)
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- // let far = cDist + (bRadius * farFactor)
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-
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- // const fogNearFactor = (50 - p.fog[0]) / 50
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- // const fogFarFactor = -(50 - p.fog[1]) / 50
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- // let fogNear = cDist - (bRadius * fogNearFactor)
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- // let fogFar = cDist + (bRadius * fogFarFactor)
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-
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- // if (camera.state.mode === 'perspective') {
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- // // set at least to 5 to avoid slow sphere impostor rendering
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- // near = Math.max(5, p.cameraClipDistance, near)
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- // far = Math.max(5, far)
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- // fogNear = Math.max(5, fogNear)
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- // fogFar = Math.max(5, fogFar)
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- // } else if (camera.state.mode === 'orthographic') {
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- // if (p.cameraClipDistance > 0) {
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- // near = Math.max(p.cameraClipDistance, near)
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- // }
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- // }
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-
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- // if (near !== currentNear || far !== currentFar || fogNear !== currentFogNear || fogFar !== currentFogFar) {
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- // camera.setState({ near, far, fogNear, fogFar })
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- // currentNear = near, currentFar = far, currentFogNear = fogNear, currentFogFar = fogFar
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- // }
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}
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function render(variant: 'pick' | 'draw', force: boolean) {
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