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@@ -49,13 +49,13 @@ function WebGLBackground( renderer, state, geometries, premultipliedAlpha ) {
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// TODO Adjust skybox to camera somehow
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// TODO Adjust skybox to camera somehow
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boxMesh = new Mesh(
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boxMesh = new Mesh(
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- new BoxBufferGeometry( 5, 5, 5 ),
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+ new BoxBufferGeometry( 2, 2, 2 ),
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new ShaderMaterial( {
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new ShaderMaterial( {
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uniforms: ShaderLib.cube.uniforms,
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uniforms: ShaderLib.cube.uniforms,
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vertexShader: ShaderLib.cube.vertexShader,
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vertexShader: ShaderLib.cube.vertexShader,
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fragmentShader: ShaderLib.cube.fragmentShader,
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fragmentShader: ShaderLib.cube.fragmentShader,
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side: BackSide,
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side: BackSide,
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- depthTest: false,
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+ depthTest: true,
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depthWrite: false,
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depthWrite: false,
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fog: false
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fog: false
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} )
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} )
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@@ -66,13 +66,13 @@ function WebGLBackground( renderer, state, geometries, premultipliedAlpha ) {
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}
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}
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boxMesh.material.uniforms.tCube.value = background;
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boxMesh.material.uniforms.tCube.value = background;
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- boxMesh.matrixWorld.copyPosition( camera.matrixWorld );
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- renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );
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+ var scale = camera.far / 1.732; // distance from 0,0,0 to 1,1,1
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- // TOFIX Ideally background should be rendered last
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+ boxMesh.matrixWorld.makeScale( scale, scale, scale );
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+ boxMesh.matrixWorld.copyPosition( camera.matrixWorld );
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- renderList.opaque.unshift( renderList.opaque.pop() ); // Hack to make sure background gets rendered first
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+ renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );
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} else if ( background && background.isTexture ) {
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} else if ( background && background.isTexture ) {
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