[Room] Better rendering

This commit is contained in:
syuilo 2019-08-19 01:43:45 +09:00
parent 38c901069a
commit a9beeab502

View file

@ -387,17 +387,13 @@ export class Room {
if (!(child instanceof THREE.Mesh)) return; if (!(child instanceof THREE.Mesh)) return;
child.castShadow = this.enableShadow; child.castShadow = this.enableShadow;
child.receiveShadow = this.enableShadow; child.receiveShadow = this.enableShadow;
child.material = new THREE.MeshLambertMaterial({ (child.material as THREE.MeshStandardMaterial).metalness = 0;
color: (child.material as THREE.MeshStandardMaterial).color,
map: (child.material as THREE.MeshStandardMaterial).map,
name: (child.material as THREE.MeshStandardMaterial).name,
});
// 異方性フィルタリング // 異方性フィルタリング
if ((child.material as THREE.MeshLambertMaterial).map && this.graphicsQuality !== 'cheep') { if ((child.material as THREE.MeshStandardMaterial).map && this.graphicsQuality !== 'cheep') {
(child.material as THREE.MeshLambertMaterial).map.minFilter = THREE.LinearMipMapLinearFilter; (child.material as THREE.MeshStandardMaterial).map.minFilter = THREE.LinearMipMapLinearFilter;
(child.material as THREE.MeshLambertMaterial).map.magFilter = THREE.LinearMipMapLinearFilter; (child.material as THREE.MeshStandardMaterial).map.magFilter = THREE.LinearMipMapLinearFilter;
(child.material as THREE.MeshLambertMaterial).map.anisotropy = 8; (child.material as THREE.MeshStandardMaterial).map.anisotropy = 8;
} }
}); });