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e57bfd21
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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e57bfd21
编写于
11月 15, 2018
作者:
M
Mugen87
浏览文件
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电子邮件补丁
差异文件
Examples: Fix mimpapping usage of rendertargets
上级
5d3d6b4b
变更
3
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3 changed file
with
4 addition
and
0 deletion
+4
-0
examples/js/postprocessing/AdaptiveToneMappingPass.js
examples/js/postprocessing/AdaptiveToneMappingPass.js
+1
-0
examples/webgl_materials_cubemap_dynamic.html
examples/webgl_materials_cubemap_dynamic.html
+2
-0
examples/webgl_materials_skin.html
examples/webgl_materials_skin.html
+1
-0
未找到文件。
examples/js/postprocessing/AdaptiveToneMappingPass.js
浏览文件 @
e57bfd21
...
@@ -211,6 +211,7 @@ THREE.AdaptiveToneMappingPass.prototype = Object.assign( Object.create( THREE.Pa
...
@@ -211,6 +211,7 @@ THREE.AdaptiveToneMappingPass.prototype = Object.assign( Object.create( THREE.Pa
// We only need mipmapping for the current luminosity because we want a down-sampled version to sample in our adaptive shader
// We only need mipmapping for the current luminosity because we want a down-sampled version to sample in our adaptive shader
pars
.
minFilter
=
THREE
.
LinearMipMapLinearFilter
;
pars
.
minFilter
=
THREE
.
LinearMipMapLinearFilter
;
pars
.
generateMipmaps
=
true
;
this
.
currentLuminanceRT
=
new
THREE
.
WebGLRenderTarget
(
this
.
resolution
,
this
.
resolution
,
pars
);
this
.
currentLuminanceRT
=
new
THREE
.
WebGLRenderTarget
(
this
.
resolution
,
this
.
resolution
,
pars
);
this
.
currentLuminanceRT
.
texture
.
name
=
"
AdaptiveToneMappingPass.cl
"
;
this
.
currentLuminanceRT
.
texture
.
name
=
"
AdaptiveToneMappingPass.cl
"
;
...
...
examples/webgl_materials_cubemap_dynamic.html
浏览文件 @
e57bfd21
...
@@ -71,10 +71,12 @@
...
@@ -71,10 +71,12 @@
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
cubeCamera1
=
new
THREE
.
CubeCamera
(
1
,
1000
,
256
);
cubeCamera1
=
new
THREE
.
CubeCamera
(
1
,
1000
,
256
);
cubeCamera1
.
renderTarget
.
texture
.
generateMipmaps
=
true
;
cubeCamera1
.
renderTarget
.
texture
.
minFilter
=
THREE
.
LinearMipMapLinearFilter
;
cubeCamera1
.
renderTarget
.
texture
.
minFilter
=
THREE
.
LinearMipMapLinearFilter
;
scene
.
add
(
cubeCamera1
);
scene
.
add
(
cubeCamera1
);
cubeCamera2
=
new
THREE
.
CubeCamera
(
1
,
1000
,
256
);
cubeCamera2
=
new
THREE
.
CubeCamera
(
1
,
1000
,
256
);
cubeCamera2
.
renderTarget
.
texture
.
generateMipmaps
=
true
;
cubeCamera2
.
renderTarget
.
texture
.
minFilter
=
THREE
.
LinearMipMapLinearFilter
;
cubeCamera2
.
renderTarget
.
texture
.
minFilter
=
THREE
.
LinearMipMapLinearFilter
;
scene
.
add
(
cubeCamera2
);
scene
.
add
(
cubeCamera2
);
...
...
examples/webgl_materials_skin.html
浏览文件 @
e57bfd21
...
@@ -201,6 +201,7 @@
...
@@ -201,6 +201,7 @@
//
//
var
pars
=
{
var
pars
=
{
generateMipmaps
:
true
,
minFilter
:
THREE
.
LinearMipmapLinearFilter
,
minFilter
:
THREE
.
LinearMipmapLinearFilter
,
magFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
LinearFilter
,
format
:
THREE
.
RGBFormat
,
format
:
THREE
.
RGBFormat
,
...
...
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