提交 1cd928aa 编写于 作者: M Mr.doob

Updated builds.

上级 c80cafc6
......@@ -20683,6 +20683,8 @@
var light = lights[ i ];
var shadow = light.shadow;
if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) { continue; }
if ( shadow === undefined ) {
console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
......@@ -20776,6 +20778,8 @@
}
shadow.needsUpdate = false;
}
scope.needsUpdate = false;
......@@ -26686,6 +26690,12 @@
textures.setTexture2D( dstTexture, 0 );
// As another texture upload may have changed pixelStorei
// parameters, make sure they are correct for the dstTexture
_gl.pixelStorei( 37440, dstTexture.flipY );
_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
_gl.pixelStorei( 3317, dstTexture.unpackAlignment );
if ( srcTexture.isDataTexture ) {
_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
......@@ -39614,6 +39624,9 @@
this.mapPass = null;
this.matrix = new Matrix4();
this.autoUpdate = true;
this.needsUpdate = false;
this._frustum = new Frustum();
this._frameExtents = new Vector2( 1, 1 );
......@@ -48782,8 +48795,7 @@
this._pingPongRenderTarget.dispose();
this._renderer.setRenderTarget( _oldTarget );
outputTarget.scissorTest = false;
// reset viewport and scissor
outputTarget.setSize( outputTarget.width, outputTarget.height );
_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
},
因为 它太大了无法显示 source diff 。你可以改为 查看blob
......@@ -20648,6 +20648,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
const light = lights[ i ];
const shadow = light.shadow;
if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;
if ( shadow === undefined ) {
console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
......@@ -20741,6 +20743,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
}
shadow.needsUpdate = false;
}
scope.needsUpdate = false;
......@@ -26656,6 +26660,12 @@ function WebGLRenderer( parameters ) {
textures.setTexture2D( dstTexture, 0 );
// As another texture upload may have changed pixelStorei
// parameters, make sure they are correct for the dstTexture
_gl.pixelStorei( 37440, dstTexture.flipY );
_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
_gl.pixelStorei( 3317, dstTexture.unpackAlignment );
if ( srcTexture.isDataTexture ) {
_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
......@@ -39582,6 +39592,9 @@ function LightShadow( camera ) {
this.mapPass = null;
this.matrix = new Matrix4();
this.autoUpdate = true;
this.needsUpdate = false;
this._frustum = new Frustum();
this._frameExtents = new Vector2( 1, 1 );
......@@ -48744,8 +48757,7 @@ PMREMGenerator.prototype = {
this._pingPongRenderTarget.dispose();
this._renderer.setRenderTarget( _oldTarget );
outputTarget.scissorTest = false;
// reset viewport and scissor
outputTarget.setSize( outputTarget.width, outputTarget.height );
_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
},
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