提交 94743d10 编写于 作者: R Richard Monette

use options hash

上级 ad597c55
......@@ -2,10 +2,10 @@
* @author Richard M. / https://github.com/richardmonette
*/
THREE.EquiangularToCubeGenerator = function ( sourceTexture, resolution, type, format ) {
THREE.EquiangularToCubeGenerator = function ( sourceTexture, options ) {
this.sourceTexture = sourceTexture;
this.resolution = resolution;
this.resolution = options.resolution || 512;
this.views = [
{ t: [ 1, 0, 0 ], u: [ 0, - 1, 0 ] },
......@@ -23,10 +23,10 @@ THREE.EquiangularToCubeGenerator = function ( sourceTexture, resolution, type, f
this.scene.add( this.boxMesh );
var params = {
format: format ? format : this.sourceTexture.format,
format: options.format || this.sourceTexture.format,
magFilter: this.sourceTexture.magFilter,
minFilter: this.sourceTexture.minFilter,
type: type ? type : this.sourceTexture.type,
type: options.type || this.sourceTexture.type,
generateMipmaps: this.sourceTexture.generateMipmaps,
anisotropy: this.sourceTexture.anisotropy,
encoding: this.sourceTexture.encoding
......
......@@ -106,7 +106,7 @@
texture.magFilter = THREE.NearestFilter;
texture.encoding = THREE.LinearEncoding;
var cubemapGenerator = new THREE.EquiangularToCubeGenerator( texture, 512, THREE.HalfFloatType );
var cubemapGenerator = new THREE.EquiangularToCubeGenerator( texture, { resolution: 512, type: THREE.HalfFloatType } );
var cubeMapTexture = cubemapGenerator.update( renderer );
var pmremGenerator = new THREE.PMREMGenerator( cubeMapTexture );
......
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