提交 522da658 编写于 作者: A alteredq

Fixed Sprite removal bug.

上级 d6345d71
......@@ -332,9 +332,9 @@ if(k.numMorphTargets){k.__morphTargetsArrays=[];u=0;for(v=k.numMorphTargets;u<v;
B.createUniqueBuffers)B.__webglInitialized=!0,w=1,B.type==="v2"?w=2:B.type==="v3"?w=3:B.type==="v4"?w=4:B.type==="c"&&(w=3),B.size=w,B.array=new Float32Array(n*w),B.buffer=j.createBuffer(),B.buffer.belongsToAttribute=a,p.needsUpdate=!0,B.__original=p;k.__webglCustomAttributes[a]=B}k.__inittedArrays=!0;g.__dirtyVertices=!0;g.__dirtyMorphTargets=!0;g.__dirtyElements=!0;g.__dirtyUvs=!0;g.__dirtyNormals=!0;g.__dirtyTangents=!0;g.__dirtyColors=!0}e instanceof THREE.ShadowVolume?E(c.__webglShadowVolumes,
h,e):E(c.__webglObjects,h,e)}else if(e instanceof THREE.LensFlare)E(c.__webglLensFlares,void 0,e);else if(e instanceof THREE.Ribbon){g=e.geometry;if(!g.__webglVertexBuffer)f=g,f.__webglVertexBuffer=j.createBuffer(),f.__webglColorBuffer=j.createBuffer(),f=g,h=f.vertices.length,f.__vertexArray=new Float32Array(h*3),f.__colorArray=new Float32Array(h*3),f.__webglVertexCount=h,g.__dirtyVertices=!0,g.__dirtyColors=!0;E(c.__webglObjects,g,e)}else if(e instanceof THREE.Line){g=e.geometry;if(!g.__webglVertexBuffer)f=
g,f.__webglVertexBuffer=j.createBuffer(),f.__webglColorBuffer=j.createBuffer(),f=g,h=f.vertices.length,f.__vertexArray=new Float32Array(h*3),f.__colorArray=new Float32Array(h*3),f.__webglLineCount=h,g.__dirtyVertices=!0,g.__dirtyColors=!0;E(c.__webglObjects,g,e)}else if(e instanceof THREE.ParticleSystem){g=e.geometry;if(!g.__webglVertexBuffer)f=g,f.__webglVertexBuffer=j.createBuffer(),f.__webglColorBuffer=j.createBuffer(),f=g,h=f.vertices.length,f.__vertexArray=new Float32Array(h*3),f.__colorArray=
new Float32Array(h*3),f.__sortArray=[],f.__webglParticleCount=h,g.__dirtyVertices=!0,g.__dirtyColors=!0;E(c.__webglObjects,g,e)}else THREE.MarchingCubes!==void 0&&e instanceof THREE.MarchingCubes?c.__webglObjectsImmediate.push({object:e,opaque:{list:[],count:0},transparent:{list:[],count:0}}):e instanceof THREE.Sprite&&c.__webglSprites.push(e);b.__objectsAdded.splice(0,1)}for(;b.__objectsRemoved.length;)e=b.__objectsRemoved[0],c=b,e instanceof THREE.ShadowVolume?G(c.__webglShadowVolumes,e):e instanceof
THREE.Mesh||e instanceof THREE.ParticleSystem||e instanceof THREE.Ribbon||e instanceof THREE.Line?G(c.__webglObjects,e):e instanceof THREE.Sprite?G(c.__webglSprites,e):e instanceof THREE.LensFlare?G(c.__webglLensFlares,e):e instanceof THREE.MarchingCubes&&G(c.__webglObjectsImmediate,e),b.__objectsRemoved.splice(0,1);e=0;for(c=b.__webglObjects.length;e<c;e++)x(b.__webglObjects[e].object,b);e=0;for(c=b.__webglShadowVolumes.length;e<c;e++)x(b.__webglShadowVolumes[e].object,b);e=0;for(c=b.__webglLensFlares.length;e<
c;e++)x(b.__webglLensFlares[e].object,b)};this.setFaceCulling=function(b,e){b?(!e||e=="ccw"?j.frontFace(j.CCW):j.frontFace(j.CW),b=="back"?j.cullFace(j.BACK):b=="front"?j.cullFace(j.FRONT):j.cullFace(j.FRONT_AND_BACK),j.enable(j.CULL_FACE)):j.disable(j.CULL_FACE)};this.supportsVertexTextures=function(){return Ba}};
new Float32Array(h*3),f.__sortArray=[],f.__webglParticleCount=h,g.__dirtyVertices=!0,g.__dirtyColors=!0;E(c.__webglObjects,g,e)}else THREE.MarchingCubes!==void 0&&e instanceof THREE.MarchingCubes?c.__webglObjectsImmediate.push({object:e,opaque:{list:[],count:0},transparent:{list:[],count:0}}):e instanceof THREE.Sprite&&c.__webglSprites.push(e);b.__objectsAdded.splice(0,1)}for(;b.__objectsRemoved.length;){c=b.__objectsRemoved[0];e=b;if(c instanceof THREE.ShadowVolume)G(e.__webglShadowVolumes,c);else if(c instanceof
THREE.Mesh||c instanceof THREE.ParticleSystem||c instanceof THREE.Ribbon||c instanceof THREE.Line)G(e.__webglObjects,c);else if(c instanceof THREE.Sprite){e=e.__webglSprites;g=void 0;for(g=e.length-1;g>=0;g--)e[g]==c&&e.splice(g,1)}else c instanceof THREE.LensFlare?G(e.__webglLensFlares,c):c instanceof THREE.MarchingCubes&&G(e.__webglObjectsImmediate,c);b.__objectsRemoved.splice(0,1)}e=0;for(c=b.__webglObjects.length;e<c;e++)x(b.__webglObjects[e].object,b);e=0;for(c=b.__webglShadowVolumes.length;e<
c;e++)x(b.__webglShadowVolumes[e].object,b);e=0;for(c=b.__webglLensFlares.length;e<c;e++)x(b.__webglLensFlares[e].object,b)};this.setFaceCulling=function(b,e){b?(!e||e=="ccw"?j.frontFace(j.CCW):j.frontFace(j.CW),b=="back"?j.cullFace(j.BACK):b=="front"?j.cullFace(j.FRONT):j.cullFace(j.FRONT_AND_BACK),j.enable(j.CULL_FACE)):j.disable(j.CULL_FACE)};this.supportsVertexTextures=function(){return Ba}};
THREE.WebGLRenderTarget=function(b,c,e){this.width=b;this.height=c;e=e||{};this.wrapS=e.wrapS!==void 0?e.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=e.wrapT!==void 0?e.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=e.magFilter!==void 0?e.magFilter:THREE.LinearFilter;this.minFilter=e.minFilter!==void 0?e.minFilter:THREE.LinearMipMapLinearFilter;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=e.format!==void 0?e.format:THREE.RGBAFormat;this.type=e.type!==void 0?e.type:
THREE.UnsignedByteType;this.depthBuffer=e.depthBuffer!==void 0?e.depthBuffer:!0;this.stencilBuffer=e.stencilBuffer!==void 0?e.stencilBuffer:!0};
THREE.SoundRenderer=function(){this.volume=1;this.domElement=document.createElement("div");this.domElement.id="THREESound";this.cameraPosition=new THREE.Vector3;this.soundPosition=new THREE.Vector3;this.render=function(b,c,e){e&&b.update(void 0,!1,c);var e=b.sounds,f,g=e.length;for(f=0;f<g;f++)b=e[f],this.soundPosition.set(b.matrixWorld.n14,b.matrixWorld.n24,b.matrixWorld.n34),this.soundPosition.subSelf(c.position),b.isPlaying&&b.isLoaded&&(b.isAddedToDOM||b.addToDOM(this.domElement),b.calculateVolumeAndPan(this.soundPosition))}};
......
......@@ -293,8 +293,8 @@ i.__faceArray=new Uint16Array(u*3+(j.geometry.edgeFaces?j.geometry.edgeFaces.len
{},p.attributes){o=p.attributes[a];t={};for(y in o)t[y]=o[y];if(!t.__webglInitialized||t.createUniqueBuffers)t.__webglInitialized=!0,u=1,t.type==="v2"?u=2:t.type==="v3"?u=3:t.type==="v4"?u=4:t.type==="c"&&(u=3),t.size=u,t.array=new Float32Array(k*u),t.buffer=c.createBuffer(),t.buffer.belongsToAttribute=a,o.needsUpdate=!0,t.__original=o;i.__webglCustomAttributes[a]=t}i.__inittedArrays=!0;g.__dirtyVertices=!0;g.__dirtyMorphTargets=!0;g.__dirtyElements=!0;g.__dirtyUvs=!0;g.__dirtyNormals=!0;g.__dirtyTangents=
!0;g.__dirtyColors=!0}d instanceof THREE.ShadowVolume?T(e.__webglShadowVolumes,h,d):T(e.__webglObjects,h,d)}else if(d instanceof THREE.LensFlare)T(e.__webglLensFlares,void 0,d);else if(d instanceof THREE.Ribbon){g=d.geometry;if(!g.__webglVertexBuffer)f=g,f.__webglVertexBuffer=c.createBuffer(),f.__webglColorBuffer=c.createBuffer(),f=g,h=f.vertices.length,f.__vertexArray=new Float32Array(h*3),f.__colorArray=new Float32Array(h*3),f.__webglVertexCount=h,g.__dirtyVertices=!0,g.__dirtyColors=!0;T(e.__webglObjects,
g,d)}else if(d instanceof THREE.Line){g=d.geometry;if(!g.__webglVertexBuffer)f=g,f.__webglVertexBuffer=c.createBuffer(),f.__webglColorBuffer=c.createBuffer(),f=g,h=f.vertices.length,f.__vertexArray=new Float32Array(h*3),f.__colorArray=new Float32Array(h*3),f.__webglLineCount=h,g.__dirtyVertices=!0,g.__dirtyColors=!0;T(e.__webglObjects,g,d)}else if(d instanceof THREE.ParticleSystem){g=d.geometry;if(!g.__webglVertexBuffer)f=g,f.__webglVertexBuffer=c.createBuffer(),f.__webglColorBuffer=c.createBuffer(),
f=g,h=f.vertices.length,f.__vertexArray=new Float32Array(h*3),f.__colorArray=new Float32Array(h*3),f.__sortArray=[],f.__webglParticleCount=h,g.__dirtyVertices=!0,g.__dirtyColors=!0;T(e.__webglObjects,g,d)}else THREE.MarchingCubes!==void 0&&d instanceof THREE.MarchingCubes?e.__webglObjectsImmediate.push({object:d,opaque:{list:[],count:0},transparent:{list:[],count:0}}):d instanceof THREE.Sprite&&e.__webglSprites.push(d);b.__objectsAdded.splice(0,1)}for(;b.__objectsRemoved.length;)d=b.__objectsRemoved[0],
e=b,d instanceof THREE.ShadowVolume?O(e.__webglShadowVolumes,d):d instanceof THREE.Mesh||d instanceof THREE.ParticleSystem||d instanceof THREE.Ribbon||d instanceof THREE.Line?O(e.__webglObjects,d):d instanceof THREE.Sprite?O(e.__webglSprites,d):d instanceof THREE.LensFlare?O(e.__webglLensFlares,d):d instanceof THREE.MarchingCubes&&O(e.__webglObjectsImmediate,d),b.__objectsRemoved.splice(0,1);d=0;for(e=b.__webglObjects.length;d<e;d++)A(b.__webglObjects[d].object,b);d=0;for(e=b.__webglShadowVolumes.length;d<
e;d++)A(b.__webglShadowVolumes[d].object,b);d=0;for(e=b.__webglLensFlares.length;d<e;d++)A(b.__webglLensFlares[d].object,b)};this.setFaceCulling=function(b,d){b?(!d||d=="ccw"?c.frontFace(c.CCW):c.frontFace(c.CW),b=="back"?c.cullFace(c.BACK):b=="front"?c.cullFace(c.FRONT):c.cullFace(c.FRONT_AND_BACK),c.enable(c.CULL_FACE)):c.disable(c.CULL_FACE)};this.supportsVertexTextures=function(){return Ga}};
f=g,h=f.vertices.length,f.__vertexArray=new Float32Array(h*3),f.__colorArray=new Float32Array(h*3),f.__sortArray=[],f.__webglParticleCount=h,g.__dirtyVertices=!0,g.__dirtyColors=!0;T(e.__webglObjects,g,d)}else THREE.MarchingCubes!==void 0&&d instanceof THREE.MarchingCubes?e.__webglObjectsImmediate.push({object:d,opaque:{list:[],count:0},transparent:{list:[],count:0}}):d instanceof THREE.Sprite&&e.__webglSprites.push(d);b.__objectsAdded.splice(0,1)}for(;b.__objectsRemoved.length;){e=b.__objectsRemoved[0];
d=b;if(e instanceof THREE.ShadowVolume)O(d.__webglShadowVolumes,e);else if(e instanceof THREE.Mesh||e instanceof THREE.ParticleSystem||e instanceof THREE.Ribbon||e instanceof THREE.Line)O(d.__webglObjects,e);else if(e instanceof THREE.Sprite){d=d.__webglSprites;g=void 0;for(g=d.length-1;g>=0;g--)d[g]==e&&d.splice(g,1)}else e instanceof THREE.LensFlare?O(d.__webglLensFlares,e):e instanceof THREE.MarchingCubes&&O(d.__webglObjectsImmediate,e);b.__objectsRemoved.splice(0,1)}d=0;for(e=b.__webglObjects.length;d<
e;d++)A(b.__webglObjects[d].object,b);d=0;for(e=b.__webglShadowVolumes.length;d<e;d++)A(b.__webglShadowVolumes[d].object,b);d=0;for(e=b.__webglLensFlares.length;d<e;d++)A(b.__webglLensFlares[d].object,b)};this.setFaceCulling=function(b,d){b?(!d||d=="ccw"?c.frontFace(c.CCW):c.frontFace(c.CW),b=="back"?c.cullFace(c.BACK):b=="front"?c.cullFace(c.FRONT):c.cullFace(c.FRONT_AND_BACK),c.enable(c.CULL_FACE)):c.disable(c.CULL_FACE)};this.supportsVertexTextures=function(){return Ga}};
THREE.WebGLRenderTarget=function(b,d,e){this.width=b;this.height=d;e=e||{};this.wrapS=e.wrapS!==void 0?e.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=e.wrapT!==void 0?e.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=e.magFilter!==void 0?e.magFilter:THREE.LinearFilter;this.minFilter=e.minFilter!==void 0?e.minFilter:THREE.LinearMipMapLinearFilter;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=e.format!==void 0?e.format:THREE.RGBAFormat;this.type=e.type!==void 0?e.type:
THREE.UnsignedByteType;this.depthBuffer=e.depthBuffer!==void 0?e.depthBuffer:!0;this.stencilBuffer=e.stencilBuffer!==void 0?e.stencilBuffer:!0};
......@@ -269,7 +269,7 @@ THREE.WebGLRenderer = function ( parameters ) {
var _lensFlareAttributesEnabled = false;
// prepare sprites
var _sprite = {};
_sprite.vertices = new Float32Array( 8 + 8 );
......@@ -534,7 +534,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( geometryGroup.numMorphTargets ) {
var m, ml;
geometryGroup.__webglMorphTargetsBuffers = [];
geometryGroup.__webglMorphTargetsBuffers = [];
for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
......@@ -619,7 +619,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
materials = unrollGroupMaterials( geometryGroup, object );
// this will not work if materials would change in run-time
// it should be refreshed every frame
// but need to do unrollGroupMaterials
......@@ -684,7 +684,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( geometryGroup.numMorphTargets ) {
geometryGroup.__morphTargetsArrays = [];
geometryGroup.__morphTargetsArrays = [];
for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m++ ) {
......@@ -744,7 +744,7 @@ THREE.WebGLRenderer = function ( parameters ) {
attribute.array = new Float32Array( nvertices * size );
attribute.buffer = _gl.createBuffer();
attribute.buffer.belongsToAttribute = a;
originalAttribute.needsUpdate = true;
attribute.__original = originalAttribute;
......@@ -922,7 +922,7 @@ THREE.WebGLRenderer = function ( parameters ) {
for ( a in customAttributes ) {
customAttribute = customAttributes[ a ];
if ( customAttribute.__original.needsUpdate ) {
offset_custom = customAttribute.offset;
......@@ -2186,10 +2186,10 @@ THREE.WebGLRenderer = function ( parameters ) {
uniforms.diffuse.value = material.color;
uniforms.opacity.value = material.opacity;
uniforms.map.texture = material.map;
if ( material.map ) {
uniforms.offsetRepeat.value.set( material.map.offset.x, material.map.offset.y, material.map.repeat.x, material.map.repeat.y );
}
......@@ -2314,7 +2314,7 @@ THREE.WebGLRenderer = function ( parameters ) {
maxBones = allocateBones( object );
parameters = {
map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
map: !!material.map, envMap: !!material.envMap, lightMap: !!material.lightMap,
vertexColors: material.vertexColors,
fog: fog, sizeAttenuation: material.sizeAttenuation,
skinning: material.skinning,
......@@ -2345,13 +2345,13 @@ THREE.WebGLRenderer = function ( parameters ) {
}
if ( material.attributes ) {
for ( a in material.attributes ) {
if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );
}
}
......@@ -2520,9 +2520,9 @@ THREE.WebGLRenderer = function ( parameters ) {
material.envMap ) {
if( p_uniforms.cameraPosition !== null ) {
_gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z );
}
}
......@@ -2532,9 +2532,9 @@ THREE.WebGLRenderer = function ( parameters ) {
material.skinning ) {
if ( p_uniforms.objectMatrix !== null ) {
_gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray );
}
}
......@@ -2545,10 +2545,10 @@ THREE.WebGLRenderer = function ( parameters ) {
material.skinning ) {
if( p_uniforms.viewMatrix !== null ) {
_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, _viewMatrixArray );
}
}
}
......@@ -2631,7 +2631,7 @@ THREE.WebGLRenderer = function ( parameters ) {
attribute = material.attributes[ a ];
if( attribute.buffer ) {
_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
_gl.vertexAttribPointer( attributes[ a ], attribute.size, _gl.FLOAT, false, 0, 0 );
......@@ -2862,9 +2862,9 @@ THREE.WebGLRenderer = function ( parameters ) {
// load updated influences uniform
if( material.program.uniforms.morphTargetInfluences !== null ) {
_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
}
}
......@@ -2915,15 +2915,15 @@ THREE.WebGLRenderer = function ( parameters ) {
ny = ( nay + nby + ncy ) / 3;
nz = ( naz + nbz + ncz ) / 3;
normalArray[ i ] = nx;
normalArray[ i ] = nx;
normalArray[ i + 1 ] = ny;
normalArray[ i + 2 ] = nz;
normalArray[ i + 3 ] = nx;
normalArray[ i + 3 ] = nx;
normalArray[ i + 4 ] = ny;
normalArray[ i + 5 ] = nz;
normalArray[ i + 6 ] = nx;
normalArray[ i + 6 ] = nx;
normalArray[ i + 7 ] = ny;
normalArray[ i + 8 ] = nz;
......@@ -3407,10 +3407,10 @@ THREE.WebGLRenderer = function ( parameters ) {
/*
* Stencil Shadows
* method: we're rendering the world in light, then the shadow
* volumes into the stencil and last a big darkening
* volumes into the stencil and last a big darkening
* quad over the whole thing. This is not how "you're
* supposed to" do stencil shadows but is much faster
*
*
*/
function renderStencilShadows( scene ) {
......@@ -3543,7 +3543,7 @@ THREE.WebGLRenderer = function ( parameters ) {
/*
* Render sprites
*
*
*/
function renderSprites( scene, camera ) {
......@@ -3623,7 +3623,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( object.useScreenCoordinates ) {
_gl.uniform1i( uniforms.useScreenCoordinates, 1 );
_gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
_gl.uniform3f( uniforms.screenPosition, ( object.position.x - halfViewportWidth ) / halfViewportWidth,
( halfViewportHeight - object.position.y ) / halfViewportHeight,
Math.max( 0, Math.min( 1, object.position.z )));
......@@ -3695,11 +3695,11 @@ THREE.WebGLRenderer = function ( parameters ) {
/*
* Render lens flares
* Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
* reads these back and calculates occlusion.
* Then LensFlare.updateLensFlares() is called to re-position and
* Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
* reads these back and calculates occlusion.
* Then LensFlare.updateLensFlares() is called to re-position and
* update transparency of flares. Then they are rendered.
*
*
*/
function renderLensFlares( scene, camera ) {
......@@ -3731,10 +3731,10 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( ! _lensFlareAttributesEnabled ) {
_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
_gl.enableVertexAttribArray( _lensFlare.attributes.uv );
_lensFlareAttributesEnabled = true;
}
......@@ -3783,7 +3783,7 @@ THREE.WebGLRenderer = function ( parameters ) {
screenPositionPixels[ 1 ] = screenPosition[ 1 ] * halfViewportHeight + halfViewportHeight;
// screen cull
// screen cull
if ( _lensFlare.hasVertexTexture || ( screenPositionPixels[ 0 ] > 0 &&
screenPositionPixels[ 0 ] < _viewportWidth &&
......@@ -4238,6 +4238,22 @@ THREE.WebGLRenderer = function ( parameters ) {
};
function removeInstancesDirect( objlist, object ) {
var o, ol;
for ( o = objlist.length - 1; o >= 0; o -- ) {
if ( objlist[ o ] == object ) {
objlist.splice( o, 1 );
}
}
};
function removeObject( object, scene ) {
// must check as shadow volume before mesh (as they are also meshes)
......@@ -4255,7 +4271,7 @@ THREE.WebGLRenderer = function ( parameters ) {
} else if ( object instanceof THREE.Sprite ) {
removeInstances( scene.__webglSprites, object );
removeInstancesDirect( scene.__webglSprites, object );
} else if ( object instanceof THREE.LensFlare ) {
......@@ -4487,7 +4503,7 @@ THREE.WebGLRenderer = function ( parameters ) {
].join("\n");
var prefix_vertex = [
_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
......@@ -4820,7 +4836,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
*/
_gl.activeTexture( _gl.TEXTURE0 + slot );
_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
......@@ -4907,7 +4923,7 @@ THREE.WebGLRenderer = function ( parameters ) {
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTexture.width, renderTexture.height );
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTexture.__webglRenderbuffer );
/* For some reason this is not working. Defaulting to RGBA4.
/* For some reason this is not working. Defaulting to RGBA4.
} else if( !renderTexture.depthBuffer && renderTexture.stencilBuffer ) {
_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTexture.width, renderTexture.height );
......@@ -5035,7 +5051,7 @@ THREE.WebGLRenderer = function ( parameters ) {
case THREE.LinearFilter:
case THREE.LinearMipMapNearestFilter:
case THREE.LinearMipMapLinearFilter:
case THREE.LinearMipMapLinearFilter:
default:
return _gl.LINEAR; break;
......
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