提交 9a844d0e 编写于 作者: M Marc-Sefan Cassola

fixed render target restoration after shadow map rendering

上级 173a5808
......@@ -18857,6 +18857,8 @@
}
var currentRenderTarget = _renderer.getRenderTarget();
_renderer.setRenderTarget( shadowMap );
_renderer.clear();
......@@ -18893,6 +18895,8 @@
scope.needsUpdate = false;
_renderer.setRenderTarget( currentRenderTarget );
};
function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
......@@ -23456,7 +23460,7 @@
//
if ( renderTarget ) {
if ( renderTarget !== undefined ) {
// Generate mipmap if we're using any kind of mipmap filtering
......@@ -18851,6 +18851,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
}
var currentRenderTarget = _renderer.getRenderTarget();
_renderer.setRenderTarget( shadowMap );
_renderer.clear();
......@@ -18887,6 +18889,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
scope.needsUpdate = false;
_renderer.setRenderTarget( currentRenderTarget );
};
function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
......@@ -23450,7 +23454,7 @@ function WebGLRenderer( parameters ) {
//
if ( renderTarget ) {
if ( renderTarget !== undefined ) {
// Generate mipmap if we're using any kind of mipmap filtering
......@@ -220,6 +220,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
}
var currentRenderTarget = _renderer.getRenderTarget();
_renderer.setRenderTarget( shadowMap );
_renderer.clear();
......@@ -256,6 +258,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
scope.needsUpdate = false;
_renderer.setRenderTarget( currentRenderTarget );
};
function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
......
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