提交 48c714e7 编写于 作者: M Mr.doob

Updated builds.

上级 d9818061
......@@ -19899,6 +19899,8 @@
cameraR.layers.enable( 2 );
var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
cameraVR.layers.enable( 1 );
cameraVR.layers.enable( 2 );
//
......@@ -19915,13 +19917,11 @@
currentPixelRatio = renderer.getPixelRatio();
currentSize = renderer.getSize();
renderer.setPixelRatio( 1 );
renderer.setSize( renderWidth * 2, renderHeight, false );
renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );
} else if ( scope.enabled ) {
renderer.setPixelRatio( currentPixelRatio );
renderer.setSize( currentSize.width, currentSize.height, true );
renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
}
......@@ -20671,6 +20671,15 @@
this.setSize = function ( width, height, updateStyle ) {
var device = vr.getDevice();
if ( device && device.isPresenting ) {
console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
return;
}
_width = width;
_height = height;
......@@ -20688,6 +20697,20 @@
};
this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
_width = width;
_height = height;
_pixelRatio = pixelRatio;
_canvas.width = width * pixelRatio;
_canvas.height = height * pixelRatio;
this.setViewport( 0, 0, width, height );
};
this.setViewport = function ( x, y, width, height ) {
_viewport.set( x, _height - y - height, width, height );
......@@ -21636,18 +21659,23 @@
for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
var camera2 = cameras[ j ];
var bounds = camera2.bounds;
var x = bounds.x * _width;
var y = bounds.y * _height;
var width = bounds.z * _width;
var height = bounds.w * _height;
if ( object.layers.test( camera2.layers ) ) {
var bounds = camera2.bounds;
var x = bounds.x * _width;
var y = bounds.y * _height;
var width = bounds.z * _width;
var height = bounds.w * _height;
_this.setViewport( x, y, width, height );
_this.setScissor( x, y, width, height );
_this.setScissorTest( true );
_this.setViewport( x, y, width, height );
_this.setScissor( x, y, width, height );
_this.setScissorTest( true );
renderObject( object, scene, camera2, geometry, material, group );
renderObject( object, scene, camera2, geometry, material, group );
}
}
......
因为 它太大了无法显示 source diff 。你可以改为 查看blob
......@@ -19893,6 +19893,8 @@ function WebVRManager( renderer ) {
cameraR.layers.enable( 2 );
var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
cameraVR.layers.enable( 1 );
cameraVR.layers.enable( 2 );
//
......@@ -19909,13 +19911,11 @@ function WebVRManager( renderer ) {
currentPixelRatio = renderer.getPixelRatio();
currentSize = renderer.getSize();
renderer.setPixelRatio( 1 );
renderer.setSize( renderWidth * 2, renderHeight, false );
renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );
} else if ( scope.enabled ) {
renderer.setPixelRatio( currentPixelRatio );
renderer.setSize( currentSize.width, currentSize.height, true );
renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
}
......@@ -20665,6 +20665,15 @@ function WebGLRenderer( parameters ) {
this.setSize = function ( width, height, updateStyle ) {
var device = vr.getDevice();
if ( device && device.isPresenting ) {
console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
return;
}
_width = width;
_height = height;
......@@ -20682,6 +20691,20 @@ function WebGLRenderer( parameters ) {
};
this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
_width = width;
_height = height;
_pixelRatio = pixelRatio;
_canvas.width = width * pixelRatio;
_canvas.height = height * pixelRatio;
this.setViewport( 0, 0, width, height );
};
this.setViewport = function ( x, y, width, height ) {
_viewport.set( x, _height - y - height, width, height );
......@@ -21630,18 +21653,23 @@ function WebGLRenderer( parameters ) {
for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
var camera2 = cameras[ j ];
var bounds = camera2.bounds;
var x = bounds.x * _width;
var y = bounds.y * _height;
var width = bounds.z * _width;
var height = bounds.w * _height;
if ( object.layers.test( camera2.layers ) ) {
var bounds = camera2.bounds;
var x = bounds.x * _width;
var y = bounds.y * _height;
var width = bounds.z * _width;
var height = bounds.w * _height;
_this.setViewport( x, y, width, height );
_this.setScissor( x, y, width, height );
_this.setScissorTest( true );
_this.setViewport( x, y, width, height );
_this.setScissor( x, y, width, height );
_this.setScissorTest( true );
renderObject( object, scene, camera2, geometry, material, group );
renderObject( object, scene, camera2, geometry, material, group );
}
}
......
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