提交 736f30b3 编写于 作者: O OpenShift guest

fix naming OpaqueObjects

上级 88b4779c
...@@ -29,7 +29,7 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -29,7 +29,7 @@ THREE.WebGLRenderer = function ( parameters ) {
_clearColor = new THREE.Color( 0x000000 ), _clearColor = new THREE.Color( 0x000000 ),
_clearAlpha = 0; _clearAlpha = 0;
var OpaqueObjects = []; var opaqueObjects = [];
var transparentObjects = []; var transparentObjects = [];
var _sortObjects = true; var _sortObjects = true;
...@@ -3304,7 +3304,7 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -3304,7 +3304,7 @@ THREE.WebGLRenderer = function ( parameters ) {
// set matrices for regular objects (frustum culled) // set matrices for regular objects (frustum culled)
OpaqueObjects.length = 0; opaqueObjects.length = 0;
transparentObjects.length = 0; transparentObjects.length = 0;
_sortObjects = this.sortObjects; _sortObjects = this.sortObjects;
...@@ -3312,7 +3312,7 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -3312,7 +3312,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( this.sortObjects ) { if ( this.sortObjects ) {
OpaqueObjects.sort( painterSortStable ); opaqueObjects.sort( painterSortStable );
transparentObjects.sort( reversePainterSortStable ); transparentObjects.sort( reversePainterSortStable );
} }
...@@ -3345,7 +3345,7 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -3345,7 +3345,7 @@ THREE.WebGLRenderer = function ( parameters ) {
this.setDepthWrite( material.depthWrite ); this.setDepthWrite( material.depthWrite );
setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
renderObjects( OpaqueObjects, camera, lights, fog, true, material ); renderObjects( opaqueObjects, camera, lights, fog, true, material );
renderObjects( transparentObjects, camera, lights, fog, true, material ); renderObjects( transparentObjects, camera, lights, fog, true, material );
renderObjectsImmediate( scene.__webglObjectsImmediate, '', camera, lights, fog, false, material ); renderObjectsImmediate( scene.__webglObjectsImmediate, '', camera, lights, fog, false, material );
...@@ -3357,7 +3357,7 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -3357,7 +3357,7 @@ THREE.WebGLRenderer = function ( parameters ) {
this.setBlending( THREE.NoBlending ); this.setBlending( THREE.NoBlending );
renderObjects( OpaqueObjects, camera, lights, fog, false, material ); renderObjects( opaqueObjects, camera, lights, fog, false, material );
renderObjectsImmediate( scene.__webglObjectsImmediate, 'opaque', camera, lights, fog, false, material ); renderObjectsImmediate( scene.__webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
// transparent pass (back-to-front order) // transparent pass (back-to-front order)
...@@ -3413,7 +3413,7 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -3413,7 +3413,7 @@ THREE.WebGLRenderer = function ( parameters ) {
} else { } else {
OpaqueObjects.push(webglObject); opaqueObjects.push(webglObject);
} }
......
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