提交 836fa841 编写于 作者: M Mr.doob

Updated builds.

上级 7f7e863e
......@@ -19597,8 +19597,6 @@
var currentPolygonOffsetFactor = null;
var currentPolygonOffsetUnits = null;
var currentScissorTest = null;
var maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );
var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] );
......@@ -20017,16 +20015,8 @@
}
function getScissorTest() {
return currentScissorTest;
}
function setScissorTest( scissorTest ) {
currentScissorTest = scissorTest;
if ( scissorTest ) {
enable( gl.SCISSOR_TEST );
......@@ -20196,7 +20186,6 @@
setLineWidth: setLineWidth,
setPolygonOffset: setPolygonOffset,
getScissorTest: getScissorTest,
setScissorTest: setScissorTest,
activeTexture: activeTexture,
......@@ -22241,8 +22230,6 @@
var height = bounds.w * _height;
state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
state.scissor( _currentScissor.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
state.setScissorTest( true );
renderObject( object, scene, camera2, geometry, material, group );
......
此差异已折叠。
......@@ -19591,8 +19591,6 @@ function WebGLState( gl, extensions, utils ) {
var currentPolygonOffsetFactor = null;
var currentPolygonOffsetUnits = null;
var currentScissorTest = null;
var maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );
var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] );
......@@ -20011,16 +20009,8 @@ function WebGLState( gl, extensions, utils ) {
}
function getScissorTest() {
return currentScissorTest;
}
function setScissorTest( scissorTest ) {
currentScissorTest = scissorTest;
if ( scissorTest ) {
enable( gl.SCISSOR_TEST );
......@@ -20190,7 +20180,6 @@ function WebGLState( gl, extensions, utils ) {
setLineWidth: setLineWidth,
setPolygonOffset: setPolygonOffset,
getScissorTest: getScissorTest,
setScissorTest: setScissorTest,
activeTexture: activeTexture,
......@@ -22235,8 +22224,6 @@ function WebGLRenderer( parameters ) {
var height = bounds.w * _height;
state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
state.scissor( _currentScissor.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
state.setScissorTest( true );
renderObject( object, scene, camera2, geometry, material, group );
......
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