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3c1c8318
T
three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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3c1c8318
编写于
8月 17, 2014
作者:
H
Henri Astre
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
add uploadTexture to WebGLRenderer
There should be no change in setTexture behavior.
上级
fda6dd9c
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
62 addition
and
56 deletion
+62
-56
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+62
-56
未找到文件。
src/renderers/WebGLRenderer.js
浏览文件 @
3c1c8318
...
...
@@ -5610,108 +5610,114 @@ THREE.WebGLRenderer = function ( parameters ) {
};
this
.
setTexture
=
function
(
texture
,
slot
)
{
this
.
uploadTexture
=
function
(
texture
)
{
if
(
texture
.
needsUpdate
)
{
if
(
!
texture
.
__webglInit
)
{
if
(
!
texture
.
__webglInit
)
{
texture
.
__webglInit
=
true
;
texture
.
__webglInit
=
true
;
texture
.
addEventListener
(
'
dispose
'
,
onTextureDispose
)
;
texture
.
addEventListener
(
'
dispose
'
,
onTextureDispose
);
texture
.
__webglTexture
=
_gl
.
createTexture
(
);
texture
.
__webglTexture
=
_gl
.
createTexture
()
;
_this
.
info
.
memory
.
textures
++
;
_this
.
info
.
memory
.
textures
++
;
}
}
_gl
.
bindTexture
(
_gl
.
TEXTURE_2D
,
texture
.
__webglTexture
);
_gl
.
activeTexture
(
_gl
.
TEXTURE0
+
slot
);
_gl
.
bindTexture
(
_gl
.
TEXTURE_2D
,
texture
.
__webglTexture
);
_gl
.
pixelStorei
(
_gl
.
UNPACK_FLIP_Y_WEBGL
,
texture
.
flipY
);
_gl
.
pixelStorei
(
_gl
.
UNPACK_PREMULTIPLY_ALPHA_WEBGL
,
texture
.
premultiplyAlpha
);
_gl
.
pixelStorei
(
_gl
.
UNPACK_ALIGNMENT
,
texture
.
unpackAlignment
);
_gl
.
pixelStorei
(
_gl
.
UNPACK_FLIP_Y_WEBGL
,
texture
.
flipY
);
_gl
.
pixelStorei
(
_gl
.
UNPACK_PREMULTIPLY_ALPHA_WEBGL
,
texture
.
premultiplyAlpha
);
_gl
.
pixelStorei
(
_gl
.
UNPACK_ALIGNMENT
,
texture
.
unpackAlignment
);
var
image
=
texture
.
image
,
isImagePowerOfTwo
=
THREE
.
Math
.
isPowerOfTwo
(
image
.
width
)
&&
THREE
.
Math
.
isPowerOfTwo
(
image
.
height
),
glFormat
=
paramThreeToGL
(
texture
.
format
),
glType
=
paramThreeToGL
(
texture
.
type
);
var
image
=
texture
.
image
,
isImagePowerOfTwo
=
THREE
.
Math
.
isPowerOfTwo
(
image
.
width
)
&&
THREE
.
Math
.
isPowerOfTwo
(
image
.
height
),
glFormat
=
paramThreeToGL
(
texture
.
format
),
glType
=
paramThreeToGL
(
texture
.
type
);
setTextureParameters
(
_gl
.
TEXTURE_2D
,
texture
,
isImagePowerOfTwo
);
setTextureParameters
(
_gl
.
TEXTURE_2D
,
texture
,
isImagePowerOfTwo
)
;
var
mipmap
,
mipmaps
=
texture
.
mipmaps
;
var
mipmap
,
mipmaps
=
texture
.
mipmaps
;
if
(
texture
instanceof
THREE
.
DataTexture
)
{
if
(
texture
instanceof
THREE
.
DataTexture
)
{
// use manually created mipmaps if available
// if there are no manual mipmaps
// set 0 level mipmap and then use GL to generate other mipmap levels
// use manually created mipmaps if available
// if there are no manual mipmaps
// set 0 level mipmap and then use GL to generate other mipmap levels
if
(
mipmaps
.
length
>
0
&&
isImagePowerOfTwo
)
{
if
(
mipmaps
.
length
>
0
&&
isImagePowerOfTwo
)
{
for
(
var
i
=
0
,
il
=
mipmaps
.
length
;
i
<
il
;
i
++
)
{
for
(
var
i
=
0
,
il
=
mipmaps
.
length
;
i
<
il
;
i
++
)
{
mipmap
=
mipmaps
[
i
];
_gl
.
texImage2D
(
_gl
.
TEXTURE_2D
,
i
,
glFormat
,
mipmap
.
width
,
mipmap
.
height
,
0
,
glFormat
,
glType
,
mipmap
.
data
);
mipmap
=
mipmaps
[
i
];
_gl
.
texImage2D
(
_gl
.
TEXTURE_2D
,
i
,
glFormat
,
mipmap
.
width
,
mipmap
.
height
,
0
,
glFormat
,
glType
,
mipmap
.
data
);
}
}
texture
.
generateMipmaps
=
false
;
}
else
{
texture
.
generateMipmaps
=
false
;
_gl
.
texImage2D
(
_gl
.
TEXTURE_2D
,
0
,
glFormat
,
image
.
width
,
image
.
height
,
0
,
glFormat
,
glType
,
image
.
data
)
;
}
else
{
}
}
else
if
(
texture
instanceof
THREE
.
CompressedTexture
)
{
_gl
.
texImage2D
(
_gl
.
TEXTURE_2D
,
0
,
glFormat
,
image
.
width
,
image
.
height
,
0
,
glFormat
,
glType
,
image
.
data
);
for
(
var
i
=
0
,
il
=
mipmaps
.
length
;
i
<
il
;
i
++
)
{
mipmap
=
mipmaps
[
i
];
if
(
texture
.
format
!==
THREE
.
RGBAFormat
)
{
_gl
.
compressedTexImage2D
(
_gl
.
TEXTURE_2D
,
i
,
glFormat
,
mipmap
.
width
,
mipmap
.
height
,
0
,
mipmap
.
data
);
}
else
{
_gl
.
texImage2D
(
_gl
.
TEXTURE_2D
,
i
,
glFormat
,
mipmap
.
width
,
mipmap
.
height
,
0
,
glFormat
,
glType
,
mipmap
.
data
);
}
}
else
if
(
texture
instanceof
THREE
.
CompressedTexture
)
{
}
}
else
{
// regular Texture (image, video, canvas)
// use manually created mipmaps if available
// if there are no manual mipmaps
// set 0 level mipmap and then use GL to generate other mipmap levels
if
(
mipmaps
.
length
>
0
&&
isImagePowerOfTwo
)
{
for
(
var
i
=
0
,
il
=
mipmaps
.
length
;
i
<
il
;
i
++
)
{
mipmap
=
mipmaps
[
i
];
if
(
texture
.
format
!==
THREE
.
RGBAFormat
)
{
_gl
.
compressedTexImage2D
(
_gl
.
TEXTURE_2D
,
i
,
glFormat
,
mipmap
.
width
,
mipmap
.
height
,
0
,
mipmap
.
data
);
}
else
{
_gl
.
texImage2D
(
_gl
.
TEXTURE_2D
,
i
,
glFormat
,
mipmap
.
width
,
mipmap
.
height
,
0
,
glFormat
,
glType
,
mipmap
.
data
);
}
_gl
.
texImage2D
(
_gl
.
TEXTURE_2D
,
i
,
glFormat
,
glFormat
,
glType
,
mipmap
);
}
}
else
{
// regular Texture (image, video, canvas)
texture
.
generateMipmaps
=
false
;
// use manually created mipmaps if available
// if there are no manual mipmaps
// set 0 level mipmap and then use GL to generate other mipmap levels
if
(
mipmaps
.
length
>
0
&&
isImagePowerOfTwo
)
{
}
else
{
for
(
var
i
=
0
,
il
=
mipmaps
.
length
;
i
<
il
;
i
++
)
{
_gl
.
texImage2D
(
_gl
.
TEXTURE_2D
,
0
,
glFormat
,
glFormat
,
glType
,
texture
.
image
);
mipmap
=
mipmaps
[
i
];
_gl
.
texImage2D
(
_gl
.
TEXTURE_2D
,
i
,
glFormat
,
glFormat
,
glType
,
mipmap
);
}
}
}
texture
.
generateMipmaps
=
false
;
if
(
texture
.
generateMipmaps
&&
isImagePowerOfTwo
)
_gl
.
generateMipmap
(
_gl
.
TEXTURE_2D
)
;
}
else
{
texture
.
needsUpdate
=
false
;
_gl
.
texImage2D
(
_gl
.
TEXTURE_2D
,
0
,
glFormat
,
glFormat
,
glType
,
texture
.
image
);
if
(
texture
.
onUpdate
)
texture
.
onUpdate
(
);
}
};
}
this
.
setTexture
=
function
(
texture
,
slot
)
{
if
(
texture
.
generateMipmaps
&&
isImagePowerOfTwo
)
_gl
.
generateMipmap
(
_gl
.
TEXTURE_2D
);
_gl
.
activeTexture
(
_gl
.
TEXTURE0
+
slot
);
texture
.
needsUpdate
=
false
;
if
(
texture
.
needsUpdate
)
{
if
(
texture
.
onUpdate
)
texture
.
onUpdate
(
);
_this
.
uploadTexture
(
texture
);
}
else
{
_gl
.
activeTexture
(
_gl
.
TEXTURE0
+
slot
);
_gl
.
bindTexture
(
_gl
.
TEXTURE_2D
,
texture
.
__webglTexture
);
}
...
...
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