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https://github.com/storytold/spark.git
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Bump dist build
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Vendored
+17
-10
@@ -8598,7 +8598,11 @@ const oA = class oA extends I.Mesh {
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depthWrite: !1,
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side: I.DoubleSide
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});
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super(ws, i), this.splatTexture = null, this.autoViewpoints = [], this.rotateToAccumulator = new Tt({ value: new I.Quaternion() }), this.translateToAccumulator = new Ft({ value: new I.Vector3() }), this.lastFrame = -1, this.lastUpdateTime = null, this.defaultCameras = [], this.lastStochastic = null, this.pendingUpdate = null, this.envViewpoint = null, this.frustumCulled = !1, this.renderer = A.renderer, this.material = i, this.uniforms = e;
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super(ws, i), this.splatTexture = null, this.autoViewpoints = [], this.rotateToAccumulator = new Tt({ value: new I.Quaternion() }), this.translateToAccumulator = new Ft({ value: new I.Vector3() }), this.lastFrame = -1, this.lastUpdateTime = null, this.defaultCameras = [], this.lastStochastic = null, this.pendingUpdate = {
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scene: null,
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originToWorld: new I.Matrix4(),
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timeoutId: -1
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}, this.envViewpoint = null, this.frustumCulled = !1, this.renderer = A.renderer, this.material = i, this.uniforms = e;
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const r = vA(
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{ gsplat: AA },
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{ gsplat: AA },
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@@ -8776,16 +8780,19 @@ const oA = class oA extends I.Mesh {
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scene: A,
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viewToWorld: e
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}) {
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const s = this.matrixWorld.clone();
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this.preUpdate ? this.updateInternal({ scene: A, originToWorld: s, viewToWorld: e }) : (this.pendingUpdate = {
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const s = this.matrixWorld;
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this.preUpdate ? this.updateInternal({
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scene: A,
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originToWorld: s
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}, setTimeout(() => {
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if (this.pendingUpdate) {
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const { scene: n, originToWorld: i } = this.pendingUpdate;
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this.pendingUpdate = null, this.updateInternal({ scene: n, originToWorld: i, viewToWorld: e });
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}
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}, 1));
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originToWorld: s.clone(),
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viewToWorld: e
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}) : (this.pendingUpdate.scene = A, this.pendingUpdate.originToWorld.copy(s), this.pendingUpdate.timeoutId === -1 && (this.pendingUpdate.timeoutId = setTimeout(() => {
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const { scene: n, originToWorld: i } = this.pendingUpdate;
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this.pendingUpdate.scene = null, this.pendingUpdate.timeoutId = -1, this.updateInternal({
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scene: n,
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originToWorld: i,
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viewToWorld: e
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}) && this.renderer.getContext().flush();
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}, 1)));
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}
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updateInternal({
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scene: A,
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