提交 3c38e80a 编写于 作者: M Mr.doob

WebGLFlareRenderer, WebGLSpriteRenderer: Use textures.setTexture2D() directly.

上级 786fdfca
......@@ -285,8 +285,8 @@ function WebGLRenderer( parameters ) {
bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
flareRenderer = new WebGLFlareRenderer( _this, _gl, state, capabilities );
spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, capabilities );
flareRenderer = new WebGLFlareRenderer( _this, _gl, state, textures, capabilities );
spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities );
_this.info.programs = programCache.programs;
......
......@@ -7,7 +7,7 @@ import { Box2 } from '../../math/Box2';
import { Vector2 } from '../../math/Vector2';
import { Vector3 } from '../../math/Vector3';
function WebGLFlareRenderer( renderer, gl, state, capabilities ) {
function WebGLFlareRenderer( renderer, gl, state, textures, capabilities ) {
var vertexBuffer, elementBuffer;
var shader, program, attributes, uniforms;
......@@ -334,7 +334,8 @@ function WebGLFlareRenderer( renderer, gl, state, capabilities ) {
gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
renderer.setTexture2D( sprite.texture, 1 );
textures.setTexture2D( sprite.texture, 1 );
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
......
......@@ -7,7 +7,7 @@ import { CanvasTexture } from '../../textures/CanvasTexture';
import { Vector3 } from '../../math/Vector3';
import { Quaternion } from '../../math/Quaternion';
function WebGLSpriteRenderer( renderer, gl, state, capabilities ) {
function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) {
var vertexBuffer, elementBuffer;
var program, attributes, uniforms;
......@@ -225,15 +225,7 @@ function WebGLSpriteRenderer( renderer, gl, state, capabilities ) {
state.buffers.depth.setTest( material.depthTest );
state.buffers.depth.setMask( material.depthWrite );
if ( material.map ) {
renderer.setTexture2D( material.map, 0 );
} else {
renderer.setTexture2D( texture, 0 );
}
textures.setTexture2D( material.map || texture, 0 );
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
......
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