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3f4a9468
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three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
3f4a9468
编写于
10月 10, 2015
作者:
B
Ben Houston
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
more code removal
上级
223c383b
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
12 addition
and
27 deletion
+12
-27
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+12
-27
未找到文件。
src/renderers/WebGLRenderer.js
浏览文件 @
3f4a9468
...
...
@@ -1914,13 +1914,9 @@ THREE.WebGLRenderer = function ( parameters ) {
function
refreshUniformsLights
(
uniforms
,
lights
)
{
uniforms
.
ambientLightColor
.
value
=
lights
.
ambient
;
uniforms
.
directionalLights
.
value
=
lights
.
directional
;
uniforms
.
pointLights
.
value
=
lights
.
point
;
uniforms
.
spotLights
.
value
=
lights
.
spot
;
uniforms
.
hemisphereLights
.
value
=
lights
.
hemi
;
}
...
...
@@ -1930,25 +1926,10 @@ THREE.WebGLRenderer = function ( parameters ) {
uniforms
.
ambientLightColor
.
needsUpdate
=
value
;
uniforms
.
directionalLightColor
.
needsUpdate
=
value
;
uniforms
.
directionalLightDirection
.
needsUpdate
=
value
;
uniforms
.
pointLightColor
.
needsUpdate
=
value
;
uniforms
.
pointLightPosition
.
needsUpdate
=
value
;
uniforms
.
pointLightDistance
.
needsUpdate
=
value
;
uniforms
.
pointLightDecay
.
needsUpdate
=
value
;
uniforms
.
spotLightColor
.
needsUpdate
=
value
;
uniforms
.
spotLightPosition
.
needsUpdate
=
value
;
uniforms
.
spotLightDistance
.
needsUpdate
=
value
;
uniforms
.
spotLightDirection
.
needsUpdate
=
value
;
uniforms
.
spotLightAngleCos
.
needsUpdate
=
value
;
uniforms
.
spotLightExponent
.
needsUpdate
=
value
;
uniforms
.
spotLightDecay
.
needsUpdate
=
value
;
uniforms
.
hemisphereLightSkyColor
.
needsUpdate
=
value
;
uniforms
.
hemisphereLightGroundColor
.
needsUpdate
=
value
;
uniforms
.
hemisphereLightDirection
.
needsUpdate
=
value
;
uniforms
.
directionalLights
.
needsUpdate
=
value
;
uniforms
.
pointLights
.
needsUpdate
=
value
;
uniforms
.
spotLights
.
needsUpdate
=
value
;
uniforms
.
hemisphereLights
.
needsUpdate
=
value
;
}
...
...
@@ -2463,7 +2444,8 @@ THREE.WebGLRenderer = function ( parameters ) {
}
}
var
lightUniforms
=
directionalLights
[
i
]
=
light
.
__webglUniforms
;
var
lightUniforms
=
light
.
__webglUniforms
;
zlights
.
directional
.
push
(
lightUniforms
);
if
(
!
light
.
visible
)
{
lightUniforms
.
color
.
setRGB
(
0
,
0
,
0
);
...
...
@@ -2489,7 +2471,8 @@ THREE.WebGLRenderer = function ( parameters ) {
}
}
var
lightUniforms
=
pointLights
[
i
]
=
light
.
__webglUniforms
;
var
lightUniforms
=
light
.
__webglUniforms
;
zlights
.
point
.
push
(
lightUniforms
);
if
(
!
light
.
visible
)
{
lightUniforms
.
color
.
setRGB
(
0
,
0
,
0
);
...
...
@@ -2516,7 +2499,8 @@ THREE.WebGLRenderer = function ( parameters ) {
}
}
var
lightUniforms
=
spotLights
[
i
]
=
light
.
__webglUniforms
;
var
lightUniforms
=
light
.
__webglUniforms
;
zlights
.
spot
.
push
(
lightUniforms
);
if
(
!
light
.
visible
)
{
lightUniforms
.
color
.
setRGB
(
0
,
0
,
0
);
...
...
@@ -2548,7 +2532,8 @@ THREE.WebGLRenderer = function ( parameters ) {
}
}
var
lightUniforms
=
hemisphereLights
[
i
]
=
light
.
__webglUniforms
;
var
lightUniforms
=
light
.
__webglUniforms
;
zlights
.
hemi
.
push
(
lightUniforms
);
if
(
!
light
.
visible
)
{
lightUniforms
.
skyColor
.
setRGB
(
0
,
0
,
0
);
...
...
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