Enable and apply rendering categories for cameras and scene objects

This commit is contained in:
2026-04-26 05:34:25 +02:00
parent e3805db485
commit 3e3777cf2d

View File

@@ -798,6 +798,11 @@ export class RuntimeHost {
constructor(options: { enableRendering?: boolean } = {}) {
const enableRendering = options.enableRendering ?? true;
enableCameraRendererRenderCategories(this.camera);
enableCameraRendererRenderCategories(this.waterReflectionCamera);
enableObjectForAllRendererRenderCategories(this.ambientLight);
enableObjectForAllRendererRenderCategories(this.sunLight);
enableObjectForAllRendererRenderCategories(this.moonLight);
this.scene.add(this.ambientLight);
this.scene.add(this.sunLight);
this.scene.add(this.sunLight.target);
@@ -814,10 +819,13 @@ export class RuntimeHost {
this.targetingLuxGroup.add(this.targetingLuxGlowMesh);
this.targetingLuxGroup.add(this.targetingLuxMesh);
this.targetingLuxGroup.add(this.targetingLuxLight);
applyRendererRenderCategory(this.targetingLuxGroup, "overlay");
enableObjectForAllRendererRenderCategories(this.targetingLuxLight);
this.targetingActiveArrows.forEach((arrow, index) => {
arrow.renderOrder = 10001 + index;
this.targetingActiveGroup.add(arrow);
});
applyRendererRenderCategory(this.targetingActiveGroup, "overlay");
this.targetingVisualGroup.add(this.targetingLuxGroup);
this.targetingVisualGroup.add(this.targetingActiveGroup);
this.targetingVisualGroup.visible = false;