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fix: correct visibility issue in edge pass
1 parent 392906b commit 35cfee0

1 file changed

Lines changed: 1 addition & 8 deletions

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packages/front/src/core/PostproductionRenderer/src/edge-detection-pass.ts

Lines changed: 1 addition & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -279,16 +279,9 @@ export class EdgeDetectionPass extends Pass {
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if ("isLODGeometry" in mesh.geometry) {
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continue;
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}
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// This might break for objects with multiple materials
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// but to prevent overengineering, let's leave it for now
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if (!Array.isArray(mesh.material) && mesh.material.visible === false) {
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continue;
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}
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if (apply) {
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mesh.userData.edgePassPreviousMaterial = mesh.material;
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mesh.material = this._overrideMaterial;
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mesh.material = [this._overrideMaterial];
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} else if ("edgePassPreviousMaterial" in mesh.userData) {
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mesh.material = mesh.userData.edgePassPreviousMaterial;
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}

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