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@@ -164,14 +164,14 @@ const meshParamDef: Mesh.Params = {
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// These are basically original MS.Mesh.Params:
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// BaseGeometry.Params
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alpha: PD.Numeric(1, { min: 0, max: 1, step: 0.01 }, { label: 'Opacity', isEssential: true, description: 'How opaque/transparent the representation is rendered.' }),
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- quality: PD.Select<VisualQuality>('auto', VisualQualityOptions, { isEssential: true, description: 'Visual/rendering quality of the representation.' }),
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+ quality: PD.Select<VisualQuality>('custom', VisualQualityOptions, { isEssential: true, description: 'Visual/rendering quality of the representation.' }), // use 'custom' when wanting to apply doubleSided
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material: Material.getParam(),
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clip: Mesh.Params.clip, // PD.Group(MS.Clip.Params),
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instanceGranularity: PD.Boolean(false, { description: 'Use instance granularity for marker, transparency, clipping, overpaint, substance data to save memory.' }),
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// Mesh.Params
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- doubleSided: PD.Boolean(false, BaseGeometry.CustomQualityParamInfo),
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+ doubleSided: PD.Boolean(true, BaseGeometry.CustomQualityParamInfo), // default: false (set true, to show at least something in weird cases)
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flipSided: PD.Boolean(false, BaseGeometry.ShadingCategory),
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- flatShaded: PD.Boolean(true, BaseGeometry.ShadingCategory), // CHANGED, default: false (set true to see the real mesh vertices and triangles)
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+ flatShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), // default: false (set true to see the real mesh vertices and triangles)
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ignoreLight: PD.Boolean(false, BaseGeometry.ShadingCategory),
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xrayShaded: PD.Boolean(false, BaseGeometry.ShadingCategory), // this is like better opacity (angle-dependent), nice
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transparentBackfaces: PD.Select('off', PD.arrayToOptions(['off', 'on', 'opaque']), BaseGeometry.ShadingCategory),
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