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https://github.com/BlueMap-Minecraft/BlueMap.git
synced 2024-11-26 04:25:31 +01:00
Add mipmapping where possible and possibly fix grass side overlay for resourcepacks
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parent
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commit
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@ -37,6 +37,7 @@ import {
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MeshLambertMaterial,
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MeshLambertMaterial,
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NormalBlending,
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NormalBlending,
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NearestFilter,
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NearestFilter,
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NearestMipmapLinearFilter,
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PerspectiveCamera,
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PerspectiveCamera,
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Scene,
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Scene,
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Texture,
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Texture,
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@ -89,7 +90,7 @@ export default class BlueMap {
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this.initModules();
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this.initModules();
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this.start();
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this.start();
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}).catch(error => {
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}).catch(error => {
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this.onLoadError(error.toString())
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this.onLoadError(error.toString());
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console.error(error);
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console.error(error);
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});
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});
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}
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}
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@ -364,9 +365,11 @@ export default class BlueMap {
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for (let i = 0; i < textures['textures'].length; i++) {
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for (let i = 0; i < textures['textures'].length; i++) {
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let t = textures['textures'][i];
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let t = textures['textures'][i];
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let opaque = t['color'][3] === 1;
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let transparent = t['transparent'];
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let material = new MeshLambertMaterial({
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let material = new MeshLambertMaterial({
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transparent: t['transparent'],
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transparent: transparent,
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alphaTest: 0.01,
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alphaTest: transparent ? 0 : (opaque ? 1 : 0.01),
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depthWrite: true,
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depthWrite: true,
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depthTest: true,
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depthTest: true,
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blending: NormalBlending,
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blending: NormalBlending,
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@ -378,15 +381,15 @@ export default class BlueMap {
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let texture = new Texture();
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let texture = new Texture();
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texture.image = stringToImage(t['texture']);
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texture.image = stringToImage(t['texture']);
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texture.premultiplyAlpha = false;
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texture.anisotropy = 1;
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texture.generateMipmaps = false;
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texture.generateMipmaps = opaque || transparent;
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texture.magFilter = NearestFilter;
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texture.magFilter = NearestFilter;
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texture.minFilter = NearestFilter;
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texture.minFilter = texture.generateMipmaps ? NearestMipmapLinearFilter : NearestFilter;
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texture.wrapS = ClampToEdgeWrapping;
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texture.wrapS = ClampToEdgeWrapping;
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texture.wrapT = ClampToEdgeWrapping;
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texture.wrapT = ClampToEdgeWrapping;
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texture.flipY = false;
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texture.flipY = false;
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texture.needsUpdate = true;
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texture.flatShading = true;
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texture.flatShading = true;
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texture.needsUpdate = true;
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material.map = texture;
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material.map = texture;
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material.needsUpdate = true;
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material.needsUpdate = true;
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