forked from mirror/ObjToSchematic
Multisampling now only applies to textured materials
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@ -1,7 +1,7 @@
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import { Bounds } from '../bounds';
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import { RGBA, RGBAUtil } from '../colour';
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import { AppConfig } from '../config';
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import { Mesh } from '../mesh';
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import { MaterialType, Mesh } from '../mesh';
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import { ProgressManager } from '../progress';
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import { Axes, Ray, rayIntersectTriangle } from '../ray';
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import { Triangle, UVTriangle } from '../triangle';
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@ -86,7 +86,7 @@ export class NormalCorrectedRayVoxeliser extends IVoxeliser {
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voxelPosition.round();
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let voxelColour: RGBA;
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if (this._voxeliseParams!.useMultisampleColouring) {
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if (this._voxeliseParams!.useMultisampleColouring && this._mesh!.getMaterialByName(materialName).type === MaterialType.textured) {
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const samples: RGBA[] = [];
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for (let i = 0; i < AppConfig.Get.MULTISAMPLE_COUNT; ++i) {
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const samplePosition = Vector3.add(voxelPosition, Vector3.random().add(-0.5));
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@ -1,7 +1,7 @@
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import { Bounds } from '../bounds';
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import { RGBA, RGBAUtil } from '../colour';
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import { AppConfig } from '../config';
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import { Mesh } from '../mesh';
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import { MaterialType, Mesh } from '../mesh';
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import { ProgressManager } from '../progress';
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import { Axes, Ray, rayIntersectTriangle } from '../ray';
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import { Triangle, UVTriangle } from '../triangle';
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@ -68,7 +68,7 @@ export class RayVoxeliser extends IVoxeliser {
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}
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let voxelColour: RGBA;
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if (this._voxeliseParams!.useMultisampleColouring) {
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if (this._voxeliseParams!.useMultisampleColouring && this._mesh!.getMaterialByName(materialName).type === MaterialType.textured) {
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const samples: RGBA[] = [];
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for (let i = 0; i < AppConfig.Get.MULTISAMPLE_COUNT; ++i) {
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const samplePosition = Vector3.add(voxelPosition, Vector3.random().add(-0.5));
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