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mvaligurskyMartin Valigursky
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Some tiny cleanup (#7699)
* Some tiny cleanup * update --------- Co-authored-by: Martin Valigursky <[email protected]>
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examples/src/examples/graphics/render-to-texture.example.mjs

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@@ -174,7 +174,6 @@ assetListLoader.load(() => {
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// make the texture tiles and use anisotropic filtering to prevent blurring
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planeMaterial.diffuseMap = assets.checkerboard.resource;
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planeMaterial.diffuseMapTiling.set(10, 10);
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planeMaterial.anisotropy = 16;
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createPrimitive('sphere', new pc.Vec3(-2, 1, 0), new pc.Vec3(2, 2, 2), pc.Color.RED, [worldLayer.id]);
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createPrimitive('cone', new pc.Vec3(0, 1, -2), new pc.Vec3(2, 2, 2), pc.Color.CYAN, [worldLayer.id]);

examples/src/examples/materials/material-anisotropic.example.mjs

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@@ -62,7 +62,7 @@ assetListLoader.load(() => {
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camera.addComponent('camera', {
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toneMapping: pc.TONEMAP_ACES
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});
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camera.translate(0, 6, 6);
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camera.translate(0, 9, 9);
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camera.rotate(-48, 0, 0);
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app.root.addChild(camera);
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src/scene/graphics/render-pass-shader-quad.js

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@@ -18,10 +18,13 @@ import { RenderPass } from '../../platform/graphics/render-pass.js';
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*/
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class RenderPassShaderQuad extends RenderPass {
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/**
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* @type {Shader}
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* @type {Shader|null}
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*/
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_shader = null;
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/**
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* @type {QuadRender|null}
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*/
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quadRender = null;
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/**

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