提交 5756b8f4 编写于 作者: M Mr.doob

WebGLRenderer: Deprecated getPrecision() and getMaxAnisotropy().

上级 270fcb4a
...@@ -322,7 +322,7 @@ GridHelper.prototype.setColors = function () { ...@@ -322,7 +322,7 @@ GridHelper.prototype.setColors = function () {
SkeletonHelper.prototype.update = function () { SkeletonHelper.prototype.update = function () {
console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' ); console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
}; };
export function WireframeHelper( object, hex ) { export function WireframeHelper( object, hex ) {
...@@ -1101,6 +1101,20 @@ Object.assign( WebGLRenderer.prototype, { ...@@ -1101,6 +1101,20 @@ Object.assign( WebGLRenderer.prototype, {
}, },
getMaxAnisotropy: function () {
console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
return this.capabilities.getMaxAnisotropy();
},
getPrecision: function () {
console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
return this.capabilities.precision;
},
supportsFloatTextures: function () { supportsFloatTextures: function () {
console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
......
...@@ -343,18 +343,6 @@ function WebGLRenderer( parameters ) { ...@@ -343,18 +343,6 @@ function WebGLRenderer( parameters ) {
}; };
this.getMaxAnisotropy = function () {
return capabilities.getMaxAnisotropy();
};
this.getPrecision = function () {
return capabilities.precision;
};
this.getPixelRatio = function () { this.getPixelRatio = function () {
return _pixelRatio; return _pixelRatio;
......
...@@ -111,7 +111,7 @@ function WebGLPrograms( renderer, capabilities ) { ...@@ -111,7 +111,7 @@ function WebGLPrograms( renderer, capabilities ) {
// (not to blow over maxLights budget) // (not to blow over maxLights budget)
var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0; var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
var precision = renderer.getPrecision(); var precision = capabilities.precision;
if ( material.precision !== null ) { if ( material.precision !== null ) {
......
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