diff --git a/examples/js/misc/ProgressiveLightMap.js b/examples/js/misc/ProgressiveLightMap.js index 23adb5a686f379ff171a47bb8cae84933969c127..e44f5f4dd42d5886a5b0c40baf7af38081fca45f 100644 --- a/examples/js/misc/ProgressiveLightMap.js +++ b/examples/js/misc/ProgressiveLightMap.js @@ -25,22 +25,22 @@ this.res = res; this.lightMapContainers = []; this.compiled = false; - this.scene = new THREE.THREE.THREE.Scene(); + this.scene = new THREE.Scene(); this.scene.background = null; - this.tinyTarget = new THREE.THREE.THREE.WebGLRenderTarget( 1, 1 ); + this.tinyTarget = new THREE.WebGLRenderTarget( 1, 1 ); this.buffer1Active = false; this.firstUpdate = true; this.warned = false; // Create the Progressive LightMap Texture - const format = /(Android|iPad|iPhone|iPod)/g.test( navigator.userAgent ) ? THREE.THREE.THREE.HalfFloatType : THREE.THREE.THREE.FloatType; - this.progressiveLightMap1 = new THREE.THREE.THREE.WebGLRenderTarget( this.res, this.res, { + const format = /(Android|iPad|iPhone|iPod)/g.test( navigator.userAgent ) ? THREE.HalfFloatType : THREE.FloatType; + this.progressiveLightMap1 = new THREE.WebGLRenderTarget( this.res, this.res, { type: format } ); - this.progressiveLightMap2 = new THREE.THREE.THREE.WebGLRenderTarget( this.res, this.res, { + this.progressiveLightMap2 = new THREE.WebGLRenderTarget( this.res, this.res, { type: format } ); // Inject some spicy new logic into a standard phong material - this.uvMat = new THREE.THREE.THREE.MeshPhongMaterial(); + this.uvMat = new THREE.MeshPhongMaterial(); this.uvMat.uniforms = {}; this.uvMat.onBeforeCompile = shader => { @@ -243,12 +243,12 @@ if ( this.labelMesh == null ) { - this.labelMaterial = new THREE.THREE.THREE.MeshBasicMaterial( { + this.labelMaterial = new THREE.MeshBasicMaterial( { map: this.progressiveLightMap1.texture, - side: THREE.THREE.THREE.DoubleSide + side: THREE.DoubleSide } ); - this.labelPlane = new THREE.THREE.THREE.PlaneGeometry( 100, 100 ); - this.labelMesh = new THREE.THREE.THREE.Mesh( this.labelPlane, this.labelMaterial ); + this.labelPlane = new THREE.PlaneGeometry( 100, 100 ); + this.labelMesh = new THREE.Mesh( this.labelPlane, this.labelMaterial ); this.labelMesh.position.y = 250; this.lightMapContainers[ 0 ].object.parent.add( this.labelMesh ); @@ -272,7 +272,7 @@ _initializeBlurPlane( res, lightMap = null ) { - const blurMaterial = new THREE.THREE.THREE.MeshBasicMaterial(); + const blurMaterial = new THREE.MeshBasicMaterial(); blurMaterial.uniforms = { previousShadowMap: { value: null @@ -315,7 +315,7 @@ }; - this.blurringPlane = new THREE.THREE.THREE.Mesh( new THREE.THREE.THREE.PlaneBufferGeometry( 1, 1 ), blurMaterial ); + this.blurringPlane = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), blurMaterial ); this.blurringPlane.name = 'Blurring Plane'; this.blurringPlane.frustumCulled = false; this.blurringPlane.renderOrder = 0; @@ -326,6 +326,6 @@ } - THREE.THREE.THREE.ProgressiveLightMap = ProgressiveLightMap; + THREE.ProgressiveLightMap = ProgressiveLightMap; } )();