From 6365d638fbb646cdff434ed5ab0a2a1e9b493353 Mon Sep 17 00:00:00 2001 From: "Mr.doob" Date: Wed, 7 Oct 2015 12:38:33 -0400 Subject: [PATCH] MTLLoader: Convert shininess to float. See #7252. --- examples/js/loaders/MTLLoader.js | 2 +- src/renderers/WebGLRenderer.js | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/examples/js/loaders/MTLLoader.js b/examples/js/loaders/MTLLoader.js index 7d854894ac..4fb1c6da0e 100644 --- a/examples/js/loaders/MTLLoader.js +++ b/examples/js/loaders/MTLLoader.js @@ -351,7 +351,7 @@ THREE.MTLLoader.MaterialCreator.prototype = { // The specular exponent (defines the focus of the specular highlight) // A high exponent results in a tight, concentrated highlight. Ns values normally range from 0 to 1000. - params[ 'shininess' ] = value; + params[ 'shininess' ] = parseFloat( value ); break; diff --git a/src/renderers/WebGLRenderer.js b/src/renderers/WebGLRenderer.js index b7157c165c..9ce362e624 100644 --- a/src/renderers/WebGLRenderer.js +++ b/src/renderers/WebGLRenderer.js @@ -1880,7 +1880,7 @@ THREE.WebGLRenderer = function ( parameters ) { function refreshUniformsPhong ( uniforms, material ) { uniforms.specular.value = material.specular; - uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) if ( material.lightMap ) { -- GitLab