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4bfdf068
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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 >>
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4bfdf068
编写于
11月 05, 2015
作者:
M
Mr.doob
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
WebGLRenderer: Removed unused lights reference.
上级
2a8c128e
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
14 addition
and
14 deletion
+14
-14
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+12
-12
src/renderers/webgl/WebGLShadowMap.js
src/renderers/webgl/WebGLShadowMap.js
+2
-2
未找到文件。
src/renderers/WebGLRenderer.js
浏览文件 @
4bfdf068
...
...
@@ -700,11 +700,11 @@ THREE.WebGLRenderer = function ( parameters ) {
};
this
.
renderBufferDirect
=
function
(
camera
,
lights
,
fog
,
geometry
,
material
,
object
,
group
)
{
this
.
renderBufferDirect
=
function
(
camera
,
fog
,
geometry
,
material
,
object
,
group
)
{
setMaterial
(
material
);
var
program
=
setProgram
(
camera
,
lights
,
fog
,
material
,
object
);
var
program
=
setProgram
(
camera
,
fog
,
material
,
object
);
var
updateBuffers
=
false
;
var
geometryProgram
=
geometry
.
id
+
'
_
'
+
program
.
id
+
'
_
'
+
material
.
wireframe
;
...
...
@@ -1156,19 +1156,19 @@ THREE.WebGLRenderer = function ( parameters ) {
var
overrideMaterial
=
scene
.
overrideMaterial
;
renderObjects
(
opaqueObjects
,
camera
,
lights
,
fog
,
overrideMaterial
);
renderObjects
(
transparentObjects
,
camera
,
lights
,
fog
,
overrideMaterial
);
renderObjects
(
opaqueObjects
,
camera
,
fog
,
overrideMaterial
);
renderObjects
(
transparentObjects
,
camera
,
fog
,
overrideMaterial
);
}
else
{
// opaque pass (front-to-back order)
state
.
setBlending
(
THREE
.
NoBlending
);
renderObjects
(
opaqueObjects
,
camera
,
lights
,
fog
);
renderObjects
(
opaqueObjects
,
camera
,
fog
);
// transparent pass (back-to-front order)
renderObjects
(
transparentObjects
,
camera
,
lights
,
fog
);
renderObjects
(
transparentObjects
,
camera
,
fog
);
}
...
...
@@ -1350,7 +1350,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
function
renderObjects
(
renderList
,
camera
,
lights
,
fog
,
overrideMaterial
)
{
function
renderObjects
(
renderList
,
camera
,
fog
,
overrideMaterial
)
{
for
(
var
i
=
0
,
l
=
renderList
.
length
;
i
<
l
;
i
++
)
{
...
...
@@ -1368,7 +1368,7 @@ THREE.WebGLRenderer = function ( parameters ) {
setMaterial
(
material
);
var
program
=
setProgram
(
camera
,
lights
,
fog
,
material
,
object
);
var
program
=
setProgram
(
camera
,
fog
,
material
,
object
);
_currentGeometryProgram
=
''
;
...
...
@@ -1380,7 +1380,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
else
{
_this
.
renderBufferDirect
(
camera
,
lights
,
fog
,
geometry
,
material
,
object
,
group
);
_this
.
renderBufferDirect
(
camera
,
fog
,
geometry
,
material
,
object
,
group
);
}
...
...
@@ -1571,7 +1571,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
function
setProgram
(
camera
,
lights
,
fog
,
material
,
object
)
{
function
setProgram
(
camera
,
fog
,
material
,
object
)
{
_usedTextureUnits
=
0
;
...
...
@@ -1811,7 +1811,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if
(
object
.
receiveShadow
&&
!
material
.
_shadowPass
)
{
refreshUniformsShadow
(
m_uniforms
,
lights
,
camera
);
refreshUniformsShadow
(
m_uniforms
,
camera
);
}
...
...
@@ -2121,7 +2121,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
function
refreshUniformsShadow
(
uniforms
,
lights
,
camera
)
{
function
refreshUniformsShadow
(
uniforms
,
camera
)
{
if
(
uniforms
.
shadowMatrix
)
{
...
...
src/renderers/webgl/WebGLShadowMap.js
浏览文件 @
4bfdf068
...
...
@@ -270,7 +270,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
if
(
groupMaterial
.
visible
===
true
)
{
var
depthMaterial
=
getDepthMaterial
(
object
,
groupMaterial
,
isPointLight
,
_lightPositionWorld
);
_renderer
.
renderBufferDirect
(
shadowCamera
,
_lights
,
null
,
geometry
,
depthMaterial
,
object
,
group
);
_renderer
.
renderBufferDirect
(
shadowCamera
,
null
,
geometry
,
depthMaterial
,
object
,
group
);
}
...
...
@@ -279,7 +279,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
}
else
{
var
depthMaterial
=
getDepthMaterial
(
object
,
material
,
isPointLight
,
_lightPositionWorld
);
_renderer
.
renderBufferDirect
(
shadowCamera
,
_lights
,
null
,
geometry
,
depthMaterial
,
object
,
null
);
_renderer
.
renderBufferDirect
(
shadowCamera
,
null
,
geometry
,
depthMaterial
,
object
,
null
);
}
...
...
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