diff --git a/examples/js/postprocessing/AdaptiveToneMappingPass.js b/examples/js/postprocessing/AdaptiveToneMappingPass.js index 5d707585aa0be20b7d0d3e16b5e576105e1a13f8..3aaaf9731a29d36521e03eefdece59772011bcd1 100644 --- a/examples/js/postprocessing/AdaptiveToneMappingPass.js +++ b/examples/js/postprocessing/AdaptiveToneMappingPass.js @@ -191,14 +191,17 @@ THREE.AdaptiveToneMappingPass.prototype = Object.assign( Object.create( THREE.Pa var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; // was RGB format. changed to RGBA format. see discussion in #8415 / #8450 this.luminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars ); + this.luminanceRT.texture.name = "AdaptiveToneMappingPass.l"; this.luminanceRT.texture.generateMipmaps = false; this.previousLuminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars ); + this.previousLuminanceRT.texture.name = "AdaptiveToneMappingPass.pl"; this.previousLuminanceRT.texture.generateMipmaps = false; // We only need mipmapping for the current luminosity because we want a down-sampled version to sample in our adaptive shader pars.minFilter = THREE.LinearMipMapLinearFilter; this.currentLuminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars ); + this.currentLuminanceRT.texture.name = "AdaptiveToneMappingPass.cl"; if ( this.adaptive ) { diff --git a/examples/js/postprocessing/BloomPass.js b/examples/js/postprocessing/BloomPass.js index b52360bae51330681443c18c4713732b3ac8d65c..6de0151966e189ab23b12d8164ed5cd0c7f11b70 100644 --- a/examples/js/postprocessing/BloomPass.js +++ b/examples/js/postprocessing/BloomPass.js @@ -16,7 +16,9 @@ THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) { var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars ); + this.renderTargetX.texture.name = "BloomPass.x"; this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars ); + this.renderTargetY.texture.name = "BloomPass.y"; // copy material diff --git a/examples/js/postprocessing/BokehPass.js b/examples/js/postprocessing/BokehPass.js index 78e2de247c157c3a81c3c880505080b66423576f..e16951a7d3d3ce3a26909fddf909d3e9ffec943b 100644 --- a/examples/js/postprocessing/BokehPass.js +++ b/examples/js/postprocessing/BokehPass.js @@ -23,10 +23,12 @@ THREE.BokehPass = function ( scene, camera, params ) { this.renderTargetColor = new THREE.WebGLRenderTarget( width, height, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, - format: THREE.RGBFormat + format: THREE.RGBFormat, + name: "BokehPass.color" } ); this.renderTargetDepth = this.renderTargetColor.clone(); + this.renderTargetDepth.texture.name = "BokehPass.depth"; // depth material diff --git a/examples/js/postprocessing/EffectComposer.js b/examples/js/postprocessing/EffectComposer.js index ac0048c4b8719a67aabbc2e68050f403b03551b0..1e7e638d1707fea679589f166130d5acedb7d3e9 100644 --- a/examples/js/postprocessing/EffectComposer.js +++ b/examples/js/postprocessing/EffectComposer.js @@ -16,11 +16,12 @@ THREE.EffectComposer = function ( renderer, renderTarget ) { }; var size = renderer.getSize(); renderTarget = new THREE.WebGLRenderTarget( size.width, size.height, parameters ); - + renderTarget.texture.name = "EffectComposer.rt1"; } this.renderTarget1 = renderTarget; this.renderTarget2 = renderTarget.clone(); + this.renderTarget2.texture.name = "EffectComposer.rt2"; this.writeBuffer = this.renderTarget1; this.readBuffer = this.renderTarget2; diff --git a/examples/js/postprocessing/OutlinePass.js b/examples/js/postprocessing/OutlinePass.js index d2d56b822590e9fad6ffae1db92d52eb2d9094e6..3ab13ab1ee8e296fd5aa9fee67d902fd5473ee94 100644 --- a/examples/js/postprocessing/OutlinePass.js +++ b/examples/js/postprocessing/OutlinePass.js @@ -28,6 +28,7 @@ THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) { this.maskBufferMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff } ); this.maskBufferMaterial.side = THREE.DoubleSide; this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars ); + this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask"; this.renderTargetMaskBuffer.texture.generateMipmaps = false; this.depthMaterial = new THREE.MeshDepthMaterial(); @@ -39,20 +40,26 @@ THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) { this.prepareMaskMaterial.side = THREE.DoubleSide; this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget( this.resolution.x, this.resolution.y, pars ); + this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth"; this.renderTargetDepthBuffer.texture.generateMipmaps = false; this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget( resx, resy, pars ); + this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample"; this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false; this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars ); + this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1"; this.renderTargetBlurBuffer1.texture.generateMipmaps = false; this.renderTargetBlurBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars ); + this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2"; this.renderTargetBlurBuffer2.texture.generateMipmaps = false; this.edgeDetectionMaterial = this.getEdgeDetectionMaterial(); this.renderTargetEdgeBuffer1 = new THREE.WebGLRenderTarget( resx, resy, pars ); + this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1"; this.renderTargetEdgeBuffer1.texture.generateMipmaps = false; this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars ); + this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2"; this.renderTargetEdgeBuffer2.texture.generateMipmaps = false; var MAX_EDGE_THICKNESS = 4; diff --git a/examples/js/postprocessing/SMAAPass.js b/examples/js/postprocessing/SMAAPass.js index 4dd2f1bc3db2e1e71bbbddab60218de1ad4d8a90..629ac65a4ea1751b52bbb02dcf1e56808477755a 100644 --- a/examples/js/postprocessing/SMAAPass.js +++ b/examples/js/postprocessing/SMAAPass.js @@ -13,7 +13,8 @@ THREE.SMAAPass = function ( width, height ) { stencilBuffer: false, generateMipmaps: false, minFilter: THREE.LinearFilter, - format: THREE.RGBFormat + format: THREE.RGBFormat, + name: "SMAAPass.edges" } ); this.weightsRT = new THREE.WebGLRenderTarget( width, height, { @@ -21,7 +22,8 @@ THREE.SMAAPass = function ( width, height ) { stencilBuffer: false, generateMipmaps: false, minFilter: THREE.LinearFilter, - format: THREE.RGBAFormat + format: THREE.RGBAFormat, + name: "SMAAPass.weights" } ); // textures @@ -30,6 +32,7 @@ THREE.SMAAPass = function ( width, height ) { areaTextureImage.src = this.getAreaTexture(); this.areaTexture = new THREE.Texture(); + this.areaTexture.name = "SMAAPass.area"; this.areaTexture.image = areaTextureImage; this.areaTexture.format = THREE.RGBFormat; this.areaTexture.minFilter = THREE.LinearFilter; @@ -41,6 +44,7 @@ THREE.SMAAPass = function ( width, height ) { searchTextureImage.src = this.getSearchTexture(); this.searchTexture = new THREE.Texture(); + this.searchTexture.name = "SMAAPass.search"; this.searchTexture.image = searchTextureImage; this.searchTexture.magFilter = THREE.NearestFilter; this.searchTexture.minFilter = THREE.NearestFilter; diff --git a/examples/js/postprocessing/SSAARenderPass.js b/examples/js/postprocessing/SSAARenderPass.js index a889d2621d9ca37458d53dff829c3e594ef979c9..1b4efd0df225aeab03f9b94deb6d1cf149c61837 100644 --- a/examples/js/postprocessing/SSAARenderPass.js +++ b/examples/js/postprocessing/SSAARenderPass.js @@ -74,7 +74,7 @@ THREE.SSAARenderPass.prototype = Object.assign( Object.create( THREE.Pass.protot if ( ! this.sampleRenderTarget ) { this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, - { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat } ); + { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, name: "SSAARenderPass.sample" } ); } diff --git a/examples/js/postprocessing/SavePass.js b/examples/js/postprocessing/SavePass.js index b6934d48ed1c3c5fc0d1798917375e6e1b37b173..6703b4fa95915210f01ef06e39e377756a4701e8 100644 --- a/examples/js/postprocessing/SavePass.js +++ b/examples/js/postprocessing/SavePass.js @@ -27,7 +27,7 @@ THREE.SavePass = function ( renderTarget ) { if ( this.renderTarget === undefined ) { - this.renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false }; + this.renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false, name: "SavePass.rt" }; this.renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, this.renderTargetParameters ); } diff --git a/examples/js/postprocessing/TAARenderPass.js b/examples/js/postprocessing/TAARenderPass.js index 060d5310f02413b9e5b559f12f042f8e61089f9d..eb8ba7d2e94937a0bb73f6236b807b3f33a569ba 100644 --- a/examples/js/postprocessing/TAARenderPass.js +++ b/examples/js/postprocessing/TAARenderPass.js @@ -49,12 +49,14 @@ THREE.TAARenderPass.prototype = Object.assign( Object.create( THREE.SSAARenderPa if ( ! this.sampleRenderTarget ) { this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params ); + this.sampleRenderTarget.texture.name = "TAARenderPass.sample"; } if ( ! this.holdRenderTarget ) { this.holdRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params ); + this.holdRenderTarget.texture.name = "TAARenderPass.hold"; } diff --git a/examples/js/postprocessing/UnrealBloomPass.js b/examples/js/postprocessing/UnrealBloomPass.js index 422a94542922cadf997ac0f25e5d7e35e1347b14..e09291d6ff04a13174344045000985df13fc2067 100644 --- a/examples/js/postprocessing/UnrealBloomPass.js +++ b/examples/js/postprocessing/UnrealBloomPass.js @@ -22,18 +22,21 @@ THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) { var resy = Math.round(this.resolution.y/2); this.renderTargetBright = new THREE.WebGLRenderTarget( resx, resy, pars ); + this.renderTargetBright.texture.name = "UnrealBloomPass.bright"; this.renderTargetBright.texture.generateMipmaps = false; for( var i=0; i