提交 e43525e6 编写于 作者: V Vicente Lucendo

unnecessary variable redefinitions

上级 c1c6bd78
...@@ -37,7 +37,7 @@ THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) { ...@@ -37,7 +37,7 @@ THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
this.renderTargetsHorizontal.push( renderTarget ); this.renderTargetsHorizontal.push( renderTarget );
var renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars ); renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
renderTarget.texture.name = "UnrealBloomPass.v" + i; renderTarget.texture.name = "UnrealBloomPass.v" + i;
renderTarget.texture.generateMipmaps = false; renderTarget.texture.generateMipmaps = false;
...@@ -71,8 +71,8 @@ THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) { ...@@ -71,8 +71,8 @@ THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
// Gaussian Blur Materials // Gaussian Blur Materials
this.separableBlurMaterials = []; this.separableBlurMaterials = [];
var kernelSizeArray = [ 3, 5, 7, 9, 11 ]; var kernelSizeArray = [ 3, 5, 7, 9, 11 ];
var resx = Math.round( this.resolution.x / 2 ); resx = Math.round( this.resolution.x / 2 );
var resy = Math.round( this.resolution.y / 2 ); resy = Math.round( this.resolution.y / 2 );
for ( var i = 0; i < this.nMips; i ++ ) { for ( var i = 0; i < this.nMips; i ++ ) {
......
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