未验证 提交 9239cc2e 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #16344 from jangxx/dev

Bug fix for an oversight in SSAOPass
......@@ -197,7 +197,7 @@ THREE.SSAOPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass( renderer, this.copyMaterial, null );
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
......@@ -205,7 +205,7 @@ THREE.SSAOPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass( renderer, this.copyMaterial, null );
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
......@@ -213,13 +213,13 @@ THREE.SSAOPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass( renderer, this.copyMaterial, null );
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case THREE.SSAOPass.OUTPUT.Depth:
this.renderPass( renderer, this.depthRenderMaterial, null );
this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
break;
......@@ -227,7 +227,7 @@ THREE.SSAOPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass( renderer, this.copyMaterial, null );
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
......@@ -235,7 +235,7 @@ THREE.SSAOPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ),
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
this.copyMaterial.blending = THREE.NoBlending;
this.renderPass( renderer, this.copyMaterial, null );
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
this.copyMaterial.blending = THREE.CustomBlending;
......
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