if (color === undefined || color) bits |= _gl.COLOR_BUFFER_BIT;
if (depth === undefined || depth) bits |= _gl.DEPTH_BUFFER_BIT;
if (stencil === undefined || stencil) bits |= _gl.STENCIL_BUFFER_BIT;
if (color) bits |= _gl.COLOR_BUFFER_BIT;
if (depth) bits |= _gl.DEPTH_BUFFER_BIT;
if (stencil) bits |= _gl.STENCIL_BUFFER_BIT;
_gl.clear(bits);
};
...
...
@@ -19864,12 +19864,7 @@ function WebGLRenderer(parameters = {}) {
} //
if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); // Ensure depth buffer writing is enabled so it can be cleared on next render
state.buffers.depth.setTest(true);
state.buffers.depth.setMask(true);
state.buffers.color.setMask(true);
state.setPolygonOffset(false); // _gl.finish();
if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); // _gl.finish();
bindingStates.resetDefaultState();
_currentMaterialId = -1;
...
...
@@ -19970,7 +19965,12 @@ function WebGLRenderer(parameters = {}) {
if (viewport) state.viewport(_currentViewport.copy(viewport));
if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera);
if (transmissiveObjects.length > 0) renderObjects(transmissiveObjects, scene, camera);
if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera);
if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera); // Ensure depth buffer writing is enabled so it can be cleared on next render
state.buffers.depth.setTest(true);
state.buffers.depth.setMask(true);
state.buffers.color.setMask(true);
state.setPolygonOffset(false);
}
function renderTransmissionPass(opaqueObjects, scene, camera) {
if (color === undefined || color) bits |= _gl.COLOR_BUFFER_BIT;
if (depth === undefined || depth) bits |= _gl.DEPTH_BUFFER_BIT;
if (stencil === undefined || stencil) bits |= _gl.STENCIL_BUFFER_BIT;
if (color) bits |= _gl.COLOR_BUFFER_BIT;
if (depth) bits |= _gl.DEPTH_BUFFER_BIT;
if (stencil) bits |= _gl.STENCIL_BUFFER_BIT;
_gl.clear(bits);
};
...
...
@@ -19866,12 +19866,7 @@
} //
if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); // Ensure depth buffer writing is enabled so it can be cleared on next render
state.buffers.depth.setTest(true);
state.buffers.depth.setMask(true);
state.buffers.color.setMask(true);
state.setPolygonOffset(false); // _gl.finish();
if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); // _gl.finish();
bindingStates.resetDefaultState();
_currentMaterialId = -1;
...
...
@@ -19972,7 +19967,12 @@
if (viewport) state.viewport(_currentViewport.copy(viewport));
if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera);
if (transmissiveObjects.length > 0) renderObjects(transmissiveObjects, scene, camera);
if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera);
if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera); // Ensure depth buffer writing is enabled so it can be cleared on next render
state.buffers.depth.setTest(true);
state.buffers.depth.setMask(true);
state.buffers.color.setMask(true);
state.setPolygonOffset(false);
}
function renderTransmissionPass(opaqueObjects, scene, camera) {