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feat: corrected texture resolutions
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@@ -1,6 +1,6 @@
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import { createPortal, useFrame } from '@react-three/fiber';
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import { memo } from 'react';
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import { DepthTexture, Scene } from 'three';
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import { DepthTexture, Scene, Vector2 } from 'three';
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import { externalModuleMaskRenderTarget } from '../../../../../../../../components/ArmorMesh';
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import { spacedArmorDepthRenderTarget } from '../../../../../../../../components/ArmorMesh/components/SpacedArmorDepth';
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import { ArmorHighlighting } from './components/ArmorHighlighting';
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@@ -23,28 +23,28 @@ export const TankArmor = memo(() => {
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<ArmorHighlighting />,
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armorHighlightingScene,
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);
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const renderSize = new Vector2();
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const newRenderSize = new Vector2();
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useFrame(({ gl, scene, camera }) => {
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const pixelRatio = gl.getPixelRatio();
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gl.autoClear = true;
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externalModuleMaskRenderTarget.setSize(
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gl.domElement.width,
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gl.domElement.height,
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);
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gl.getSize(newRenderSize).multiplyScalar(pixelRatio);
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if (!newRenderSize.equals(renderSize)) {
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renderSize.copy(newRenderSize);
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spacedArmorDepthRenderTarget.depthTexture = new DepthTexture(
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renderSize.x,
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renderSize.y,
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);
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}
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externalModuleMaskRenderTarget.setSize(renderSize.x, renderSize.y);
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gl.setRenderTarget(externalModuleMaskRenderTarget);
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gl.render(externalModuleMaskScene, camera);
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gl.clearDepth();
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spacedArmorDepthRenderTarget.setSize(
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gl.domElement.width,
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gl.domElement.height,
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);
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if (!spacedArmorDepthRenderTarget.depthTexture) {
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spacedArmorDepthRenderTarget.depthTexture = new DepthTexture(
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gl.domElement.width,
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gl.domElement.height,
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);
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}
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spacedArmorDepthRenderTarget.setSize(renderSize.x, renderSize.y * 0.5);
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gl.setRenderTarget(spacedArmorDepthRenderTarget);
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gl.render(spacedArmorDepthScene, camera);
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