Use Float32Array
This commit is contained in:
@@ -2244,7 +2244,14 @@ void main() {
|
||||
cameraType = ui.combo(camHandle, ["Perspective", "Orhographic"], "Type");
|
||||
if (camHandle.changed) {
|
||||
if (cameraType == 0) cam.data.raw.ortho = null;
|
||||
else cam.data.raw.ortho = [-2, 2, -2 * (iron.App.h() / iron.App.w()), 2 * (iron.App.h() / iron.App.w())];
|
||||
else {
|
||||
var f32 = new kha.arrays.Float32Array(4);
|
||||
f32[0] = -2;
|
||||
f32[1] = 2;
|
||||
f32[2] = -2 * (iron.App.h() / iron.App.w());
|
||||
f32[2] = 2 * (iron.App.h() / iron.App.w());
|
||||
cam.data.raw.ortho = cast f32; // TODO: skip cast in 0.6
|
||||
}
|
||||
|
||||
if (originalShadowBias <= 0) originalShadowBias = iron.Scene.active.lights[0].data.raw.shadows_bias;
|
||||
iron.Scene.active.lights[0].data.raw.shadows_bias = cameraType == 0 ? originalShadowBias : originalShadowBias * 15;
|
||||
|
||||
Reference in New Issue
Block a user