提交 9c567ea0 编写于 作者: W WestLangley

WebGLRenderTargetCube -> WebGLCubeRenderTarget

上级 fb54c0b9
......@@ -12,7 +12,7 @@
<h1>[name]</h1>
<p class="desc">Creates 6 cameras that render to a [page:WebGLRenderTargetCube].</p>
<p class="desc">Creates 6 cameras that render to a [page:WebGLCubeRenderTarget].</p>
<h2>Examples</h2>
......@@ -47,7 +47,7 @@
near -- The near clipping distance. <br />
far -- The far clipping distance <br />
cubeResolution -- Sets the length of the cube's edges. <br />
options - (optional) object that holds texture parameters passed to the auto-generated WebGLRenderTargetCube.
options - (optional) object that holds texture parameters passed to the auto-generated WebGLCubeRenderTarget.
If not specified, the options default to:
<code>
{ format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }
......@@ -56,14 +56,14 @@
</p>
<p>
Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
render to a [page:WebGLRenderTargetCube].
render to a [page:WebGLCubeRenderTarget].
</p>
<h2>Properties</h2>
<p>See the base [page:Object3D] class for common properties.</p>
<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
<p>
The cube texture that gets generated.
</p>
......
......@@ -174,7 +174,7 @@
<p>
Note: only [link:https://threejs.org/docs/#api/textures/CubeTexture cube environment maps] are supported
for MeshStandardMaterial. If you want to use an equirectangular map you will need to use
[page:WebGLRenderTargetCube.fromEquirectangularTexture WebGLRenderTargetCube.fromEquirectangularTexture]().
[page:WebGLCubeRenderTarget.fromEquirectangularTexture WebGLCubeRenderTarget.fromEquirectangularTexture]().
See this [link:https://threejs.org/examples/webgl_materials_envmaps_exr.html example] for details.
</p>
......
......@@ -35,7 +35,7 @@
using [page:BufferAttribute] instances to define custom attributes.
</li>
<li>
As of THREE r77, [page:WebGLRenderTarget] or [page:WebGLRenderTargetCube] instances
As of THREE r77, [page:WebGLRenderTarget] or [page:WebGLCubeRenderTarget] instances
are no longer supposed to be used as uniforms. Their [page:Texture texture] property
must be used instead.
</li>
......
......@@ -57,7 +57,7 @@
<h3>See [page:WebGLRenderTarget] for inherited methods</h3>
<h3>[method:WebGLRenderTargetCube fromEquirectangularTexture]( [param:WebGLRenderer renderer], [param:Texture texture] )</h3>
<h3>[method:WebGLCubeRenderTarget fromEquirectangularTexture]( [param:WebGLRenderer renderer], [param:Texture texture] )</h3>
<p>
[page:WebGLRenderer renderer] — the renderer.<br/>
[page:Texture texture] — the equirectangular texture.
......
......@@ -410,7 +410,7 @@
<p>buffer - Uint8Array is the only destination type supported in all cases, other types are renderTarget and platform dependent. See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.</p>
<p>Reads the pixel data from the renderTarget into the buffer you pass in. This is a wrapper around [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]().</p>
<p>See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.</p>
<p>For reading out a [page:WebGLRenderTargetCube WebGLRenderTargetCube] use the optional parameter activeCubeFaceIndex to determine which face should be read.</p>
<p>For reading out a [page:WebGLCubeRenderTarget WebGLCubeRenderTarget] use the optional parameter activeCubeFaceIndex to determine which face should be read.</p>
<h3>[method:null render]( [param:Scene scene], [param:Camera camera] )</h3>
......@@ -451,7 +451,7 @@
<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget], [param:Integer activeCubeFace], [param:Integer activeMipmapLevel] )</h3>
<p>
renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated. When *null* is given, the canvas is set as the active render target instead.<br />
activeCubeFace -- Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of [page:WebGLRenderTargetCube] (optional).<br />
activeCubeFace -- Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of [page:WebGLCubeRenderTarget] (optional).<br />
activeMipmapLevel -- Specifies the active mipmap level (optional).<br /><br />
This method sets the active rendertarget.
</p>
......
......@@ -33,7 +33,7 @@
<h3>[property:Object background]</h3>
<p>
If not null, sets the background used when rendering the scene, and is always rendered first. Can be set to a [page:Color] which sets the clear color, a [page:Texture] covering the canvas, or a cubemap as a [page:CubeTexture] or [page:WebGLRenderTargetCube]. Default is null.
If not null, sets the background used when rendering the scene, and is always rendered first. Can be set to a [page:Color] which sets the clear color, a [page:Texture] covering the canvas, or a cubemap as a [page:CubeTexture] or [page:WebGLCubeRenderTarget]. Default is null.
</p>
<h3>[property:Texture environment]</h3>
......
......@@ -13,7 +13,7 @@
<h1>立方相机([name])</h1>
<p class="desc">创建6个摄像机,并将它们所拍摄的场景渲染到[page:WebGLRenderTargetCube]上。</p>
<p class="desc">创建6个摄像机,并将它们所拍摄的场景渲染到[page:WebGLCubeRenderTarget]上。</p>
<h2>示例</h2>
......@@ -54,7 +54,7 @@
cubeResolution -- 设置立方体边缘的长度
</p>
<p>
构造一个包含6个[page:PerspectiveCamera PerspectiveCameras](透视摄像机)的立方摄像机,并将其拍摄的场景渲染到一个[page:WebGLRenderTargetCube]上。
构造一个包含6个[page:PerspectiveCamera PerspectiveCameras](透视摄像机)的立方摄像机,并将其拍摄的场景渲染到一个[page:WebGLCubeRenderTarget]上。
</p>
......@@ -62,7 +62,7 @@
<h2>属性</h2>
<p>共有属性请参见其基类[page:Object3D]。</p>
<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
<p>
生成的立方体纹理<br>
(译注:生成的立方体纹理保存在其中的.texture对象中,可作为贴图赋值给其他材质)
......
......@@ -140,7 +140,7 @@
请确保将minFilter设置为其中一个MipMap选项,并且未强制禁用mip贴图。</p>
<p>
注意:MeshStandardMaterial 仅支持[link:https://threejs.org/docs/#api/textures/CubeTexture cube environment maps]。
如果要使用equirectangular贴图,则需要使用 [page:WebGLRenderTargetCube.fromEquirectangularTexture WebGLRenderTargetCube.fromEquirectangularTexture]().。
如果要使用equirectangular贴图,则需要使用 [page:WebGLCubeRenderTarget.fromEquirectangularTexture WebGLCubeRenderTarget.fromEquirectangularTexture]().。
详细信息请参阅此示例[link:https://threejs.org/examples/webgl_materials_envmaps_exr.html example]。
</p>
......
......@@ -29,7 +29,7 @@
<li> 从 THREE r72开始,不再支持在ShaderMaterial中直接分配属性。
必须使用 [page:BufferGeometry]实例 (而不是 [page:Geometry] 实例),使用[page:BufferAttribute]实例来定义自定义属性。
</li>
<li> 从 THREE r77开始,[page:WebGLRenderTarget] 或 [page:WebGLRenderTargetCube] 实例不再被用作uniforms。
<li> 从 THREE r77开始,[page:WebGLRenderTarget] 或 [page:WebGLCubeRenderTarget] 实例不再被用作uniforms。
必须使用它们的[page:Texture texture] 属性。
</li>
<li> 内置attributes和uniforms与代码一起传递到shaders。
......
......@@ -54,7 +54,7 @@
<h3>继承方法,请参阅[page:WebGLRenderTarget]</h3>
<h3>[method:WebGLRenderTargetCube fromEquirectangularTexture]( [param:WebGLRenderer renderer], [param:Texture texture] )</h3>
<h3>[method:WebGLCubeRenderTarget fromEquirectangularTexture]( [param:WebGLRenderer renderer], [param:Texture texture] )</h3>
<p>
[page:WebGLRenderer renderer] — 渲染器。<br/>
[page:Texture texture] — equirectangular 纹理。
......
......@@ -368,7 +368,7 @@
<p>buffer - Uint8Array is the only destination type supported in all cases, other types are renderTarget and platform dependent. See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.</p>
<p>将enderTarget中的像素数据读取到传入的缓冲区中。这是[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]()的包装器<br />
示例:[example:webgl_interactive_cubes_gpu interactive / cubes / gpu]</p>
<p>For reading out a [page:WebGLRenderTargetCube WebGLRenderTargetCube] use the optional parameter activeCubeFaceIndex to determine which face should be read.</p>
<p>For reading out a [page:WebGLCubeRenderTarget WebGLCubeRenderTarget] use the optional parameter activeCubeFaceIndex to determine which face should be read.</p>
<h3>[method:null render]( [param:Scene scene], [param:Camera camera], [param:WebGLRenderTarget renderTarget], [param:Boolean forceClear] )</h3>
<p>
......@@ -408,7 +408,7 @@
<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget], [param:Integer activeCubeFace], [param:Integer activeMipmapLevel] )</h3>
<p>
renderTarget -- 需要被激活的[page:WebGLRenderTarget renderTarget](可选)。若此参数为空,则将canvas设置成活跃render target。<br />
activeCubeFace -- Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of [page:WebGLRenderTargetCube] (optional).<br />
activeCubeFace -- Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of [page:WebGLCubeRenderTarget] (optional).<br />
activeMipmapLevel -- Specifies the active mipmap level (optional).<br /><br />
该方法设置活跃rendertarget。
</p>
......
......@@ -312,7 +312,7 @@ var list = {
"WebGLMultisampleRenderTarget": "api/en/renderers/WebGLMultisampleRenderTarget",
"WebGLRenderer": "api/en/renderers/WebGLRenderer",
"WebGLRenderTarget": "api/en/renderers/WebGLRenderTarget",
"WebGLRenderTargetCube": "api/en/renderers/WebGLRenderTargetCube"
"WebGLCubeRenderTarget": "api/en/renderers/WebGLCubeRenderTarget"
},
"Renderers / Shaders": {
......@@ -761,7 +761,7 @@ var list = {
"WebGLMultisampleRenderTarget": "api/zh/renderers/WebGLMultisampleRenderTarget",
"WebGLRenderer": "api/zh/renderers/WebGLRenderer",
"WebGLRenderTarget": "api/zh/renderers/WebGLRenderTarget",
"WebGLRenderTargetCube": "api/zh/renderers/WebGLRenderTargetCube"
"WebGLCubeRenderTarget": "api/zh/renderers/WebGLCubeRenderTarget"
},
"渲染器 / 着色器": {
......
......@@ -947,9 +947,9 @@ THREE.GLTFLoader = ( function () {
uniforms.envMapIntensity.value = material.envMapIntensity;
// don't flip CubeTexture envMaps, flip everything else:
// WebGLRenderTargetCube will be flipped for backwards compatibility
// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
// WebGLCubeRenderTarget will be flipped for backwards compatibility
// WebGLCubeRenderTarget.texture will be flipped because it's a Texture and NOT a CubeTexture
// this check must be handled differently, or removed entirely, if WebGLCubeRenderTarget uses a CubeTexture in the future
uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
uniforms.reflectivity.value = material.reflectivity;
......
......@@ -2,12 +2,12 @@ import {
CubeTexture,
LightProbe,
WebGLRenderer,
WebGLRenderTargetCube,
WebGLCubeRenderTarget,
} from '../../../src/Three';
export namespace LightProbeGenerator {
export function fromCubeTexture( cubeTexture: CubeTexture ): LightProbe;
export function fromRenderTargetCube( renderer: WebGLRenderer, renderTargetCube: WebGLRenderTargetCube ): LightProbe;
export function fromRenderTargetCube( renderer: WebGLRenderer, renderTargetCube: WebGLCubeRenderTarget ): LightProbe;
}
......@@ -1015,9 +1015,9 @@ var GLTFLoader = ( function () {
uniforms.envMapIntensity.value = material.envMapIntensity;
// don't flip CubeTexture envMaps, flip everything else:
// WebGLRenderTargetCube will be flipped for backwards compatibility
// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
// WebGLCubeRenderTarget will be flipped for backwards compatibility
// WebGLCubeRenderTarget.texture will be flipped because it's a Texture and NOT a CubeTexture
// this check must be handled differently, or removed entirely, if WebGLCubeRenderTarget uses a CubeTexture in the future
uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
uniforms.reflectivity.value = material.reflectivity;
......
......@@ -53,7 +53,7 @@
magFilter: THREE.LinearFilter
};
scene.background = new THREE.WebGLRenderTargetCube( 1024, 1024, options ).fromEquirectangularTexture( renderer, texture );
scene.background = new THREE.WebGLCubeRenderTarget( 1024, 1024, options ).fromEquirectangularTexture( renderer, texture );
//
......
......@@ -82,7 +82,7 @@ import { Skeleton } from './objects/Skeleton.js';
import { SkinnedMesh } from './objects/SkinnedMesh.js';
import { WebGLRenderer } from './renderers/WebGLRenderer.js';
import { WebGLRenderTarget } from './renderers/WebGLRenderTarget.js';
import { WebGLRenderTargetCube } from './renderers/WebGLRenderTargetCube.js';
import { WebGLCubeRenderTarget } from './renderers/WebGLCubeRenderTarget.js';
import { WebGLShadowMap } from './renderers/webgl/WebGLShadowMap.js';
import { ImageUtils } from './extras/ImageUtils.js';
import { Shape } from './extras/core/Shape.js';
......@@ -1794,19 +1794,29 @@ Object.defineProperties( WebGLShadowMap.prototype, {
} );
export function WebGLRenderTargetCube( width, height, options ) {
console.warn( 'THREE.WebGLRenderTargetCube has been renamed to WebGLCubeRenderTarget.' );
return new WebGLCubeRenderTarget( width, height, options );
}
//
/*
// commenting out for now. added in https://github.com/mrdoob/three.js/pull/15808.
// todo: handle this legacy warning, or remove it.
Object.defineProperties( WebGLRenderTargetCube.prototype, {
activeCubeFace: {
set: function ( /* value */ ) {
set: function () {
console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
}
},
activeMipMapLevel: {
set: function ( /* value */ ) {
set: function () {
console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
......@@ -1815,6 +1825,7 @@ Object.defineProperties( WebGLRenderTargetCube.prototype, {
} );
*/
//
Object.defineProperties( WebGLRenderTarget.prototype, {
......
export * from './polyfills';
export * from './renderers/WebGLMultisampleRenderTarget';
export * from './renderers/WebGLRenderTargetCube';
export * from './renderers/WebGLCubeRenderTarget';
export * from './renderers/WebGLRenderTarget';
export * from './renderers/WebGLRenderer';
export * from './renderers/shaders/ShaderLib';
......
......@@ -2,7 +2,7 @@ import './polyfills.js';
import { REVISION } from './constants.js';
export { WebGLMultisampleRenderTarget } from './renderers/WebGLMultisampleRenderTarget.js';
export { WebGLRenderTargetCube } from './renderers/WebGLRenderTargetCube.js';
export { WebGLCubeRenderTarget } from './renderers/WebGLCubeRenderTarget.js';
export { WebGLRenderTarget } from './renderers/WebGLRenderTarget.js';
export { WebGLRenderer } from './renderers/WebGLRenderer.js';
export { ShaderLib } from './renderers/shaders/ShaderLib.js';
......
import { WebGLRenderTargetCube } from './../renderers/WebGLRenderTargetCube';
import { WebGLCubeRenderTarget } from './../renderers/WebGLCubeRenderTarget';
import { WebGLRenderTargetOptions } from './../renderers/WebGLRenderTarget';
import { Scene } from './../scenes/Scene';
import { WebGLRenderer } from './../renderers/WebGLRenderer';
......@@ -10,7 +10,7 @@ export class CubeCamera extends Object3D {
type: 'CubeCamera';
renderTarget: WebGLRenderTargetCube;
renderTarget: WebGLCubeRenderTarget;
update( renderer: WebGLRenderer, scene: Scene ): void;
......
import { Object3D } from '../core/Object3D.js';
import { WebGLRenderTargetCube } from '../renderers/WebGLRenderTargetCube.js';
import { WebGLCubeRenderTarget } from '../renderers/WebGLCubeRenderTarget.js';
import { LinearFilter, RGBFormat } from '../constants.js';
import { Vector3 } from '../math/Vector3.js';
import { PerspectiveCamera } from './PerspectiveCamera.js';
......@@ -51,7 +51,7 @@ function CubeCamera( near, far, cubeResolution, options ) {
options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
this.renderTarget = new WebGLCubeRenderTarget( cubeResolution, cubeResolution, options );
this.renderTarget.texture.name = "CubeCamera";
this.update = function ( renderer, scene ) {
......
......@@ -2,7 +2,7 @@ import { WebGLRenderTargetOptions, WebGLRenderTarget } from './WebGLRenderTarget
import { WebGLRenderer } from './WebGLRenderer';
import { Texture } from './../textures/Texture';
export class WebGLRenderTargetCube extends WebGLRenderTarget {
export class WebGLCubeRenderTarget extends WebGLRenderTarget {
constructor(
width: number,
......
......@@ -12,18 +12,18 @@ import { CubeCamera } from '../cameras/CubeCamera.js';
* @author WestLangley / http://github.com/WestLangley
*/
function WebGLRenderTargetCube( width, height, options ) {
function WebGLCubeRenderTarget( width, height, options ) {
WebGLRenderTarget.call( this, width, height, options );
}
WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
this.texture.type = texture.type;
this.texture.format = texture.format;
......@@ -116,4 +116,4 @@ WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer
};
export { WebGLRenderTargetCube };
export { WebGLCubeRenderTarget };
......@@ -387,7 +387,7 @@ export class WebGLRenderer implements Renderer {
* Sets the active render target.
*
* @param renderTarget The {@link WebGLRenderTarget renderTarget} that needs to be activated. When `null` is given, the canvas is set as the active render target instead.
* @param activeCubeFace Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of {@link WebGLRenderTargetCube}.
* @param activeCubeFace Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of {@link WebGLCubeRenderTarget}.
* @param activeMipmapLevel Specifies the active mipmap level.
*/
setRenderTarget( renderTarget: RenderTarget | null, activeCubeFace?: number, activeMipmapLevel?: number ): void;
......
......@@ -2091,9 +2091,9 @@ function WebGLRenderer( parameters ) {
uniforms.envMap.value = envMap;
// don't flip CubeTexture envMaps, flip everything else:
// WebGLRenderTargetCube will be flipped for backwards compatibility
// WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
// WebGLCubeRenderTarget will be flipped for backwards compatibility
// WebGLCubeRenderTarget.texture will be flipped because it's a Texture and NOT a CubeTexture
// this check must be handled differently, or removed entirely, if WebGLCubeRenderTarget uses a CubeTexture in the future
uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
uniforms.reflectivity.value = material.reflectivity;
......@@ -2682,7 +2682,7 @@ function WebGLRenderer( parameters ) {
var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
if ( renderTarget.isWebGLRenderTargetCube ) {
if ( renderTarget.isWebGLCubeRenderTarget ) {
framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
isCube = true;
......@@ -2740,7 +2740,7 @@ function WebGLRenderer( parameters ) {
var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
framebuffer = framebuffer[ activeCubeFaceIndex ];
......
......@@ -60,7 +60,7 @@ function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
}
if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube || background.mapping === CubeUVReflectionMapping ) ) {
if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
if ( boxMesh === undefined ) {
......@@ -102,7 +102,7 @@ function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
}
var texture = background.isWebGLRenderTargetCube ? background.texture : background;
var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
boxMesh.material.uniforms.envMap.value = texture;
boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
......
......@@ -269,7 +269,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
}
if ( renderTarget.isWebGLRenderTargetCube ) {
if ( renderTarget.isWebGLCubeRenderTarget ) {
for ( var i = 0; i < 6; i ++ ) {
......@@ -903,7 +903,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
// Setup resources for a Depth Texture for a FBO (needs an extension)
function setupDepthTexture( framebuffer, renderTarget ) {
var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
......@@ -950,7 +950,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
var renderTargetProperties = properties.get( renderTarget );
var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
if ( renderTarget.depthTexture ) {
......@@ -998,7 +998,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
info.memory.textures ++;
var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
......@@ -1154,7 +1154,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
var target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
var target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
var webglTexture = properties.get( texture ).__webglTexture;
state.bindTexture( target, webglTexture );
......@@ -1243,7 +1243,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
function safeSetTextureCube( texture, slot ) {
if ( texture && texture.isWebGLRenderTargetCube ) {
if ( texture && texture.isWebGLCubeRenderTarget ) {
if ( warnedTextureCube === false ) {
......@@ -1256,7 +1256,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
}
// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
// currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
// TODO: unify these code paths
if ( ( texture && texture.isCubeTexture ) ||
( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
......@@ -1268,7 +1268,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
} else {
// assumed: texture property of THREE.WebGLRenderTargetCube
// assumed: texture property of THREE.WebGLCubeRenderTarget
setTextureCubeDynamic( texture, slot );
}
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册