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