提交 0a1f2ffa 编写于 作者: M Mr.doob

Updated builds.

上级 d705b6dc
......@@ -20365,7 +20365,7 @@
if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat, stencilBuffer: false };
var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
shadow.map.texture.name = light.name + ".shadowMap";
......@@ -20378,7 +20378,7 @@
if ( shadow.map === null ) {
var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat, stencilBuffer: false };
var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
shadow.map.texture.name = light.name + ".shadowMap";
......@@ -25823,7 +25823,7 @@
if ( programChange ) {
parameters.uniforms = programCache.getUniforms( material, parameters );
parameters.uniforms = programCache.getUniforms( material );
material.onBeforeCompile( parameters, _this );
......@@ -48010,8 +48010,7 @@
type: UnsignedByteType,
format: RGBEFormat,
encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
depthBuffer: false,
stencilBuffer: false
depthBuffer: false
};
var cubeUVRenderTarget = _createRenderTarget( params );
此差异已折叠。
......@@ -20422,7 +20422,7 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat, stencilBuffer: false };
const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
shadow.map.texture.name = light.name + ".shadowMap";
......@@ -20435,7 +20435,7 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
if ( shadow.map === null ) {
const pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat, stencilBuffer: false };
const pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
shadow.map.texture.name = light.name + ".shadowMap";
......@@ -25885,7 +25885,7 @@ function WebGLRenderer( parameters ) {
if ( programChange ) {
parameters.uniforms = programCache.getUniforms( material, parameters );
parameters.uniforms = programCache.getUniforms( material );
material.onBeforeCompile( parameters, _this );
......@@ -48159,8 +48159,7 @@ class PMREMGenerator {
type: UnsignedByteType,
format: RGBEFormat,
encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
depthBuffer: false,
stencilBuffer: false
depthBuffer: false
};
const cubeUVRenderTarget = _createRenderTarget( params );
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