提交 4bfdf068 编写于 作者: M Mr.doob

WebGLRenderer: Removed unused lights reference.

上级 2a8c128e
...@@ -700,11 +700,11 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -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 ); setMaterial( material );
var program = setProgram( camera, lights, fog, material, object ); var program = setProgram( camera, fog, material, object );
var updateBuffers = false; var updateBuffers = false;
var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe; var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
...@@ -1156,19 +1156,19 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -1156,19 +1156,19 @@ THREE.WebGLRenderer = function ( parameters ) {
var overrideMaterial = scene.overrideMaterial; var overrideMaterial = scene.overrideMaterial;
renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial ); renderObjects( opaqueObjects, camera, fog, overrideMaterial );
renderObjects( transparentObjects, camera, lights, fog, overrideMaterial ); renderObjects( transparentObjects, camera, fog, overrideMaterial );
} else { } else {
// opaque pass (front-to-back order) // opaque pass (front-to-back order)
state.setBlending( THREE.NoBlending ); state.setBlending( THREE.NoBlending );
renderObjects( opaqueObjects, camera, lights, fog ); renderObjects( opaqueObjects, camera, fog );
// transparent pass (back-to-front order) // transparent pass (back-to-front order)
renderObjects( transparentObjects, camera, lights, fog ); renderObjects( transparentObjects, camera, fog );
} }
...@@ -1350,7 +1350,7 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -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 ++ ) { for ( var i = 0, l = renderList.length; i < l; i ++ ) {
...@@ -1368,7 +1368,7 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -1368,7 +1368,7 @@ THREE.WebGLRenderer = function ( parameters ) {
setMaterial( material ); setMaterial( material );
var program = setProgram( camera, lights, fog, material, object ); var program = setProgram( camera, fog, material, object );
_currentGeometryProgram = ''; _currentGeometryProgram = '';
...@@ -1380,7 +1380,7 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -1380,7 +1380,7 @@ THREE.WebGLRenderer = function ( parameters ) {
} else { } 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 ) { ...@@ -1571,7 +1571,7 @@ THREE.WebGLRenderer = function ( parameters ) {
} }
function setProgram( camera, lights, fog, material, object ) { function setProgram( camera, fog, material, object ) {
_usedTextureUnits = 0; _usedTextureUnits = 0;
...@@ -1811,7 +1811,7 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -1811,7 +1811,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( object.receiveShadow && ! material._shadowPass ) { if ( object.receiveShadow && ! material._shadowPass ) {
refreshUniformsShadow( m_uniforms, lights, camera ); refreshUniformsShadow( m_uniforms, camera );
} }
...@@ -2121,7 +2121,7 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -2121,7 +2121,7 @@ THREE.WebGLRenderer = function ( parameters ) {
} }
function refreshUniformsShadow ( uniforms, lights, camera ) { function refreshUniformsShadow ( uniforms, camera ) {
if ( uniforms.shadowMatrix ) { if ( uniforms.shadowMatrix ) {
......
...@@ -270,7 +270,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) { ...@@ -270,7 +270,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
if ( groupMaterial.visible === true ) { if ( groupMaterial.visible === true ) {
var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld ); 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 ) { ...@@ -279,7 +279,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
} else { } else {
var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld ); 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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