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    Refactored CubeCamera / cube map handling. · addb3a12
    alteredq 提交于
    Before lighting was messed up in dynamically generated cube maps.
    
    Dynamic cube maps need to have flip uniforms (flipEnvMap / tFlip) set to 1, static cube maps to -1 (default).
    
    For standard materials this is handled automatically, it's just something to be aware of when using cube maps in custom ShaderMaterials (dynamic and static cube maps have different cube face orientations, dynamic ones are correct, static ones need flipped x-axis in lookup vector).
    
    There is still mystery of disappearing last cube face (negative-Z) and weirdly clipped objects in cars demo (works ok in simpler test).
    addb3a12
WebGLShaders.js 28.6 KB