提交 9b365be7 编写于 作者: M Mr.doob

Clean up.

上级 c6bda653
...@@ -131,6 +131,7 @@ var files = { ...@@ -131,6 +131,7 @@ var files = {
"webgl_materials_bumpmap_skin", "webgl_materials_bumpmap_skin",
"webgl_materials_cars", "webgl_materials_cars",
"webgl_materials_channels", "webgl_materials_channels",
"webgl_materials_compile",
"webgl_materials_cubemap", "webgl_materials_cubemap",
"webgl_materials_cubemap_balls_reflection", "webgl_materials_cubemap_balls_reflection",
"webgl_materials_cubemap_balls_refraction", "webgl_materials_cubemap_balls_refraction",
......
...@@ -688,6 +688,12 @@ function WebGLRenderer( parameters ) { ...@@ -688,6 +688,12 @@ function WebGLRenderer( parameters ) {
}; };
function absNumericalSort( a, b ) {
return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
}
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
state.setMaterial( material ); state.setMaterial( material );
...@@ -1026,52 +1032,45 @@ function WebGLRenderer( parameters ) { ...@@ -1026,52 +1032,45 @@ function WebGLRenderer( parameters ) {
} }
// Sorting // Compile
function absNumericalSort( a, b ) { this.compile = function ( scene, camera ) {
return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] ); lights = [];
} scene.traverse( function ( object ) {
this.compile = function(scene, camera){
lights = [];
scene.traverse(function( object ) {
if ( object.isLight ) { if ( object.isLight ) {
lights.push(object); lights.push( object );
} }
}); } );
setupLights(lights,camera); setupLights( lights, camera );
scene.traverse(function( object ) { scene.traverse( function ( object ) {
if ( object.material ) {
if (object.material) {
if ( Array.isArray( object.material ) ) { if ( Array.isArray( object.material ) ) {
for ( var i = 0; i < object.material.length; i ++ ) { for ( var i = 0; i < object.material.length; i ++ ) {
initMaterial(object.material[i], scene.fog, object); initMaterial( object.material[ i ], scene.fog, object );
} }
} else { } else {
initMaterial(object.material, scene.fog, object); initMaterial( object.material, scene.fog, object );
} }
} }
}); } );
}; };
......
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