提交 26f31198 编写于 作者: M Mr.doob

Updated builds.

上级 b9a2372f
......@@ -16622,10 +16622,17 @@ THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS
this.image = { data: data, width: width, height: height };
this.magFilter = magFilter !== undefined ? magFilter : THREE.NearestFilter;
this.minFilter = minFilter !== undefined ? minFilter : THREE.NearestFilter;
this.flipY = false;
this.generateMipmaps = false;
};
THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
THREE.DataTexture.prototype.constructor = THREE.DataTexture;
// File:src/textures/VideoTexture.js
/**
......@@ -16959,7 +16966,9 @@ THREE.Line.prototype.raycast = ( function () {
if ( distSq > precisionSq ) continue;
var distance = ray.origin.distanceTo( interRay );
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
var distance = raycaster.ray.origin.distanceTo( interRay );
if ( distance < raycaster.near || distance > raycaster.far ) continue;
......@@ -16994,7 +17003,9 @@ THREE.Line.prototype.raycast = ( function () {
if ( distSq > precisionSq ) continue;
var distance = ray.origin.distanceTo( interRay );
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
var distance = raycaster.ray.origin.distanceTo( interRay );
if ( distance < raycaster.near || distance > raycaster.far ) continue;
......@@ -17025,8 +17036,10 @@ THREE.Line.prototype.raycast = ( function () {
var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
if ( distSq > precisionSq ) continue;
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
var distance = ray.origin.distanceTo( interRay );
var distance = raycaster.ray.origin.distanceTo( interRay );
if ( distance < raycaster.near || distance > raycaster.far ) continue;
......@@ -17521,10 +17534,6 @@ THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
this.boneTexture.minFilter = THREE.NearestFilter;
this.boneTexture.magFilter = THREE.NearestFilter;
this.boneTexture.generateMipmaps = false;
this.boneTexture.flipY = false;
} else {
......@@ -20991,8 +21000,6 @@ THREE.WebGLRenderer = function ( parameters ) {
}
material.program = properties.get( material ).program; // TODO: Do this at compile time
}
function projectObject( object ) {
......@@ -21336,6 +21343,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
materialProperties.program = program;
material.program = program;
var attributes = program.getAttributes();
......
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