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4fc7c4ea
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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4fc7c4ea
编写于
11月 28, 2014
作者:
M
Mr.doob
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
Object3D: Removed renderDepth.
上级
a609bc28
变更
7
显示空白变更内容
内联
并排
Showing
7 changed file
with
24 addition
and
61 deletion
+24
-61
docs/api/core/Object3D.html
docs/api/core/Object3D.html
+0
-5
examples/js/renderers/Projector.js
examples/js/renderers/Projector.js
+5
-13
examples/webgl_decals.html
examples/webgl_decals.html
+15
-17
examples/webgl_performance.html
examples/webgl_performance.html
+0
-1
src/core/Object3D.js
src/core/Object3D.js
+0
-4
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+3
-11
src/renderers/webgl/plugins/SpritePlugin.js
src/renderers/webgl/plugins/SpritePlugin.js
+1
-10
未找到文件。
docs/api/core/Object3D.html
浏览文件 @
4fc7c4ea
...
...
@@ -89,11 +89,6 @@
Use quaternion instead of Euler angles for specifying local rotation.
</div>
<h3>
[property:Float renderDepth]
</h3>
<div>
Override depth-sorting order if non *null*.
</div>
<h3>
[property:Boolean visible]
</h3>
<div>
Object gets rendered if *true*.
...
...
examples/js/renderers/Projector.js
浏览文件 @
4fc7c4ea
...
...
@@ -352,18 +352,10 @@ THREE.Projector = function () {
_object
.
id
=
object
.
id
;
_object
.
object
=
object
;
if
(
object
.
renderDepth
!==
null
)
{
_object
.
z
=
object
.
renderDepth
;
}
else
{
_vector3
.
setFromMatrixPosition
(
object
.
matrixWorld
);
_vector3
.
applyProjection
(
_viewProjectionMatrix
);
_object
.
z
=
_vector3
.
z
;
}
_renderData
.
objects
.
push
(
_object
);
}
...
...
examples/webgl_decals.html
浏览文件 @
4fc7c4ea
...
...
@@ -94,9 +94,8 @@
function
init
()
{
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
});
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
scene
=
new
THREE
.
Scene
();
...
...
@@ -287,7 +286,6 @@
material
.
color
.
setHex
(
Math
.
random
()
*
0xffffff
);
var
m
=
new
THREE
.
Mesh
(
new
THREE
.
DecalGeometry
(
mesh
,
p
,
r
,
s
,
check
),
material
);
m
.
renderDepth
=
-
scene
.
children
.
length
;
decals
.
push
(
m
);
scene
.
add
(
m
);
...
...
examples/webgl_performance.html
浏览文件 @
4fc7c4ea
...
...
@@ -136,7 +136,6 @@
}
renderer
.
render
(
scene
,
camera
);
}
...
...
src/core/Object3D.js
浏览文件 @
4fc7c4ea
...
...
@@ -56,8 +56,6 @@ THREE.Object3D = function () {
},
}
);
this
.
renderDepth
=
null
;
this
.
rotationAutoUpdate
=
true
;
this
.
matrix
=
new
THREE
.
Matrix4
();
...
...
@@ -755,8 +753,6 @@ THREE.Object3D.prototype = {
object
.
quaternion
.
copy
(
this
.
quaternion
);
object
.
scale
.
copy
(
this
.
scale
);
object
.
renderDepth
=
this
.
renderDepth
;
object
.
rotationAutoUpdate
=
this
.
rotationAutoUpdate
;
object
.
matrix
.
copy
(
this
.
matrix
);
...
...
src/renderers/WebGLRenderer.js
浏览文件 @
4fc7c4ea
...
...
@@ -3402,12 +3402,6 @@ THREE.WebGLRenderer = function ( parameters ) {
if
(
_this
.
sortObjects
===
true
)
{
if
(
object
.
renderDepth
!==
null
)
{
webglObject
.
z
=
object
.
renderDepth
;
}
else
{
_vector3
.
setFromMatrixPosition
(
object
.
matrixWorld
);
_vector3
.
applyProjection
(
_projScreenMatrix
);
...
...
@@ -3423,8 +3417,6 @@ THREE.WebGLRenderer = function ( parameters ) {
}
}
for
(
var
i
=
0
,
l
=
object
.
children
.
length
;
i
<
l
;
i
++
)
{
projectObject
(
object
.
children
[
i
]
);
...
...
src/renderers/webgl/plugins/SpritePlugin.js
浏览文件 @
4fc7c4ea
...
...
@@ -158,17 +158,8 @@ THREE.SpritePlugin = function ( renderer, sprites ) {
var
sprite
=
sprites
[
i
];
sprite
.
_modelViewMatrix
.
multiplyMatrices
(
camera
.
matrixWorldInverse
,
sprite
.
matrixWorld
);
if
(
sprite
.
renderDepth
===
null
)
{
sprite
.
z
=
-
sprite
.
_modelViewMatrix
.
elements
[
14
];
}
else
{
sprite
.
z
=
sprite
.
renderDepth
;
}
}
sprites
.
sort
(
painterSortStable
);
...
...
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