提交 71ee331c 编写于 作者: M Mr.doob

Updated builds.

上级 e0d90ef1
......@@ -16433,7 +16433,7 @@ THREE.Texture.prototype = {
this.anisotropy = source.anisotropy;
this.format = source.format;
this.format = source.format;
this.type = source.type;
this.offset.copy( source.offset );
......@@ -16550,6 +16550,23 @@ THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
THREE.TextureIdCount = 0;
// File:src/textures/CanvasTexture.js
/**
* @author mrdoob / http://mrdoob.com/
*/
THREE.CanvasTexture = function ( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
THREE.Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
this.needsUpdate = true;
};
THREE.CanvasTexture.prototype = Object.create( THREE.Texture.prototype );
THREE.CanvasTexture.prototype.constructor = THREE.CanvasTexture;
// File:src/textures/CubeTexture.js
/**
......@@ -20709,6 +20726,7 @@ THREE.WebGLRenderer = function ( parameters ) {
mode = _gl.LINES;
state.setLineWidth( material.wireframeLinewidth * pixelRatio );
/*
if ( geometry._wireframe === undefined ) {
geometry._wireframe = new THREE.WireframeGeometry( geometry );
......@@ -20717,6 +20735,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
geometry = geometry._wireframe;
*/
}
......@@ -21421,7 +21440,8 @@ THREE.WebGLRenderer = function ( parameters ) {
var object = webglObject.object;
var geometry = objects.update( object );
setupMatrices( object, camera );
object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
if ( overrideMaterial === undefined ) material = object.material;
......@@ -21459,7 +21479,8 @@ THREE.WebGLRenderer = function ( parameters ) {
var object = renderList[ i ];
setupMatrices( object, camera );
object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
if ( overrideMaterial === undefined ) material = object.material;
......@@ -22629,13 +22650,6 @@ THREE.WebGLRenderer = function ( parameters ) {
}
function setupMatrices( object, camera ) {
object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
}
function setColorLinear( array, offset, color, intensity ) {
array[ offset + 0 ] = color.r * intensity;
......
此差异已折叠。
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册