未验证 提交 3c82a387 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #20118 from WestLangley/dev_src_stencil

Source: clean up stencil buffer settings
......@@ -229,8 +229,7 @@ class PMREMGenerator {
type: UnsignedByteType,
format: RGBEFormat,
encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
depthBuffer: false,
stencilBuffer: false
depthBuffer: false
};
const cubeUVRenderTarget = _createRenderTarget( params );
......
......@@ -136,7 +136,7 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat, stencilBuffer: false };
const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
shadow.map.texture.name = light.name + ".shadowMap";
......@@ -149,7 +149,7 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
if ( shadow.map === null ) {
const pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat, stencilBuffer: false };
const pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
shadow.map.texture.name = light.name + ".shadowMap";
......
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