提交 e57bfd21 编写于 作者: M Mugen87

Examples: Fix mimpapping usage of rendertargets

上级 5d3d6b4b
......@@ -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
pars.minFilter = THREE.LinearMipMapLinearFilter;
pars.generateMipmaps = true;
this.currentLuminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars );
this.currentLuminanceRT.texture.name = "AdaptiveToneMappingPass.cl";
......
......@@ -71,10 +71,12 @@
renderer.setSize( window.innerWidth, window.innerHeight );
cubeCamera1 = new THREE.CubeCamera( 1, 1000, 256 );
cubeCamera1.renderTarget.texture.generateMipmaps = true;
cubeCamera1.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter;
scene.add( cubeCamera1 );
cubeCamera2 = new THREE.CubeCamera( 1, 1000, 256 );
cubeCamera2.renderTarget.texture.generateMipmaps = true;
cubeCamera2.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter;
scene.add( cubeCamera2 );
......
......@@ -201,6 +201,7 @@
//
var pars = {
generateMipmaps: true,
minFilter: THREE.LinearMipmapLinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBFormat,
......
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