提交 48fa0d82 编写于 作者: M Mr.doob

Clean up.

上级 f61022d7
......@@ -41,9 +41,9 @@
</div>
<script src="../build/three.js"></script>
<script src="../examples/js/libs/stats.min.js"></script>
<script src="../examples/js/libs/dat.gui.min.js"></script>
<script src="../examples/js/controls/OrbitControls.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/Detector.js"></script>
<script>
......@@ -134,7 +134,7 @@
bumpScale: 0.0005,
});
var textureLoader = new THREE.TextureLoader();
textureLoader.load( "../examples/textures/hardwood2_diffuse.jpg", function( map ) {
textureLoader.load( "textures/hardwood2_diffuse.jpg", function( map ) {
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
......@@ -142,7 +142,7 @@
floorMat.map = map;
floorMat.needsUpdate = true;
} );
textureLoader.load( "../examples/textures/hardwood2_bump.jpg", function( map ) {
textureLoader.load( "textures/hardwood2_bump.jpg", function( map ) {
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
......@@ -150,7 +150,7 @@
floorMat.bumpMap = map;
floorMat.needsUpdate = true;
} );
textureLoader.load( "../examples/textures/hardwood2_roughness.jpg", function( map ) {
textureLoader.load( "textures/hardwood2_roughness.jpg", function( map ) {
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
......@@ -165,7 +165,7 @@
bumpScale: 0.002,
metalness: 0.2
});
textureLoader.load( "../examples/textures/brick_diffuse.jpg", function( map ) {
textureLoader.load( "textures/brick_diffuse.jpg", function( map ) {
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
......@@ -173,7 +173,7 @@
cubeMat.map = map;
cubeMat.needsUpdate = true;
} );
textureLoader.load( "../examples/textures/brick_bump.jpg", function( map ) {
textureLoader.load( "textures/brick_bump.jpg", function( map ) {
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
......@@ -187,12 +187,12 @@
roughness: 0.5,
metalness: 1.0
});
textureLoader.load( "../examples/textures/planets/earth_atmos_2048.jpg", function( map ) {
textureLoader.load( "textures/planets/earth_atmos_2048.jpg", function( map ) {
map.anisotropy = 4;
ballMat.map = map;
ballMat.needsUpdate = true;
} );
textureLoader.load( "../examples/textures/planets/earth_specular_2048.jpg", function( map ) {
textureLoader.load( "textures/planets/earth_specular_2048.jpg", function( map ) {
map.anisotropy = 4;
ballMat.metalnessMap = map;
ballMat.needsUpdate = true;
......
......@@ -40,9 +40,9 @@
</div>
<script src="../build/three.js"></script>
<script src="../examples/js/libs/dat.gui.min.js"></script>
<script src="../examples/js/libs/tween.min.js"></script>
<script src="../examples/js/controls/OrbitControls.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script src="js/libs/tween.min.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/Detector.js"></script>
<script>
......
......@@ -31,22 +31,21 @@
<div id="info"><a href="http://threejs.org" target="_blank">threejs</a> - Transparency with Premultiplied Alpha (right) and without (left)<br /> using RGBA8 Buffers by <a href="http://clara.io/" target="_blank">Ben Houston</a>.</div>
<script src="../build/three.js"></script>
<script src="../examples/js/controls/OrbitControls.js"></script>
<script src="../src/loaders/BinaryTextureLoader.js"></script>
<script src="../examples/js/Detector.js"></script>
<script src="../examples/js/libs/stats.min.js"></script>
<script src="../examples/js/libs/dat.gui.min.js"></script>
<script src="../examples/js/postprocessing/EffectComposer.js"></script>
<script src="../examples/js/postprocessing/RenderPass.js"></script>
<script src="../examples/js/postprocessing/MaskPass.js"></script>
<script src="../examples/js/postprocessing/ShaderPass.js"></script>
<script src="../examples/js/shaders/CopyShader.js"></script>
<script src="../examples/js/shaders/FXAAShader.js"></script>
<script src="../examples/js/postprocessing/BloomPass.js"></script>
<script src="../examples/js/shaders/ConvolutionShader.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/FXAAShader.js"></script>
<script src="js/postprocessing/BloomPass.js"></script>
<script src="js/shaders/ConvolutionShader.js"></script>
<script>
......
......@@ -74,7 +74,7 @@
</div>
<script src="../build/three.js"></script>
<script src="../examples/js/controls/OrbitControls.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/Detector.js"></script>
......
......@@ -190,14 +190,14 @@
composer.addPass( texturePass );
var textureLoader = new THREE.TextureLoader();
textureLoader.load( "../examples/textures/hardwood2_diffuse.jpg", function( map ) {
textureLoader.load( "textures/hardwood2_diffuse.jpg", function( map ) {
texturePass.map = map;
});
cubeTexturePassP = new THREE.CubeTexturePass( cameraP );
composer.addPass( cubeTexturePassP );
var ldrUrls = genCubeUrls( "./textures/cube/pisa/", ".png" );
var ldrUrls = genCubeUrls( "textures/cube/pisa/", ".png" );
new THREE.CubeTextureLoader().load( ldrUrls, function ( ldrCubeMap ) {
cubeTexturePassP.envMap = ldrCubeMap;
console.log( "loaded envmap");
......
......@@ -32,24 +32,24 @@
<div id="info"><a href="http://threejs.org" target="_blank">threejs</a> - Inline Tone Mapping (within a Material's fragment shader) without<br/>using a pre-processing step or float/half buffers by <a href="http://clara.io/" target="_blank">Ben Houston</a>.</div>
<script src="../build/three.js"></script>
<script src="../examples/js/controls/OrbitControls.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="../examples/js/Detector.js"></script>
<script src="../examples/js/libs/stats.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="../examples/js/libs/dat.gui.min.js"></script>
<script src="../examples/js/loaders/RGBELoader.js"></script>
<script src="../examples/js/loaders/HDRCubeTextureLoader.js"></script>
<script src="../examples/js/Half.js"></script>
<script src="../examples/js/Encodings.js"></script>
<script src="../examples/js/pmrem/PMREMGenerator.js"></script>
<script src="../examples/js/pmrem/PMREMCubeUVPacker.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script src="js/loaders/RGBELoader.js"></script>
<script src="js/loaders/HDRCubeTextureLoader.js"></script>
<script src="js/Half.js"></script>
<script src="js/Encodings.js"></script>
<script src="js/pmrem/PMREMGenerator.js"></script>
<script src="js/pmrem/PMREMCubeUVPacker.js"></script>
<script src="../examples/js/postprocessing/EffectComposer.js"></script>
<script src="../examples/js/postprocessing/RenderPass.js"></script>
<script src="../examples/js/postprocessing/MaskPass.js"></script>
<script src="../examples/js/postprocessing/ShaderPass.js"></script>
<script src="../examples/js/shaders/CopyShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script>
......@@ -104,7 +104,7 @@
} );
var textureLoader = new THREE.TextureLoader();
textureLoader.load( "../examples/textures/brick_diffuse.jpg", function( map ) {
textureLoader.load( "textures/brick_diffuse.jpg", function( map ) {
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
......@@ -112,7 +112,7 @@
standardMaterial.map = map;
standardMaterial.needsUpdate = true;
} );
textureLoader.load( "../examples/textures/brick_bump.jpg", function( map ) {
textureLoader.load( "textures/brick_bump.jpg", function( map ) {
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
......@@ -120,7 +120,7 @@
standardMaterial.bumpMap = map;
standardMaterial.needsUpdate = true;
} );
textureLoader.load( "../examples/textures/brick_roughness.jpg", function( map ) {
textureLoader.load( "textures/brick_roughness.jpg", function( map ) {
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.anisotropy = 4;
......@@ -155,7 +155,7 @@
scene.add( mesh );
// Materials
var hdrpath = "../examples/textures/cube/pisaHDR/";
var hdrpath = "textures/cube/pisaHDR/";
var hdrformat = '.hdr';
var hdrurls = [
hdrpath + 'px' + hdrformat, hdrpath + 'nx' + hdrformat,
......
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