提交 05455832 编写于 作者: M Mr.doob

Updated builds.

上级 e4b2edb8
......@@ -19551,11 +19551,11 @@ function WebGLRenderer(parameters = {}) {
background.setClearAlpha.apply(background, arguments);
};
this.clear = function (color, depth, stencil) {
this.clear = function (color = true, depth = true, stencil = true) {
let bits = 0;
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) {
......@@ -19553,11 +19553,11 @@
background.setClearAlpha.apply(background, arguments);
};
this.clear = function (color, depth, stencil) {
this.clear = function (color = true, depth = true, stencil = true) {
let bits = 0;
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) {
此差异已折叠。
......@@ -26559,13 +26559,13 @@ function WebGLRenderer( parameters = {} ) {
};
this.clear = function ( color, depth, stencil ) {
this.clear = function ( color = true, depth = true, stencil = true ) {
let bits = 0;
if ( color === undefined || color ) bits |= 16384;
if ( depth === undefined || depth ) bits |= 256;
if ( stencil === undefined || stencil ) bits |= 1024;
if ( color ) bits |= 16384;
if ( depth ) bits |= 256;
if ( stencil ) bits |= 1024;
_gl.clear( bits );
......@@ -27047,14 +27047,6 @@ 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();
bindingStates.resetDefaultState();
......@@ -27217,6 +27209,14 @@ function WebGLRenderer( parameters = {} ) {
if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, 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 ) {
......@@ -27858,6 +27858,7 @@ function WebGLRenderer( parameters = {} ) {
_currentRenderTarget = renderTarget;
_currentActiveCubeFace = activeCubeFace;
_currentActiveMipmapLevel = activeMipmapLevel;
let useDefaultFramebuffer = true;
if ( renderTarget ) {
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