提交 0f6fb416 编写于 作者: M Mr.doob

Examples: Imrpoved WebGL2 examples.

上级 70140b72
......@@ -123,9 +123,9 @@
// 2D Texture array is available on WebGL 2.0
var canvas = document.createElement( 'canvas' );
var context = canvas.getContext( 'webgl2' );
var context = canvas.getContext( 'webgl2', { alpha: false, antialias: false } );
renderer = new THREE.WebGLRenderer( { antialias: true, canvas: canvas, context: context } );
renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
......
......@@ -44,7 +44,7 @@
// Create renderer
var canvas = document.createElement( 'canvas' );
var context = canvas.getContext( 'webgl2' );
var context = canvas.getContext( 'webgl2', { alpha: false, antialias: false } );
renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
......
......@@ -28,7 +28,7 @@
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Multisampled Renderbuffers<br />
Left scene is multi-sampled, right scene is rendered without anti-aliasing.
Left: WebGLMultisampleRenderTarget, Right: WebGLRenderTarget.
</div>
<div id="container">
</div>
......@@ -102,7 +102,9 @@
//
var canvas = document.createElement( 'canvas' );
var context = canvas.getContext( 'webgl2', { antialias: false } );
canvas.style.imageRendering = 'pixelated'; // disable browser interpolation
var context = canvas.getContext( 'webgl2', { alpha: false, antialias: false } );
renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
renderer.autoClear = false;
......
......@@ -63,7 +63,7 @@
}
var canvas = document.createElement( 'canvas' );
var context = canvas.getContext( 'webgl2' );
var context = canvas.getContext( 'webgl2', { alpha: false, antialias: true } );
renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
renderer.setPixelRatio( window.devicePixelRatio );
......
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