提交 575c0fa8 编写于 作者: M Mr.doob

Updated builds.

上级 fad3d369
...@@ -16665,6 +16665,8 @@ THREE.CanvasRenderer = function ( parameters ) { ...@@ -16665,6 +16665,8 @@ THREE.CanvasRenderer = function ( parameters ) {
function textureToPattern( texture ) { function textureToPattern( texture ) {
if ( texture instanceof THREE.CompressedTexture ) return;
var repeatX = texture.wrapS === THREE.RepeatWrapping; var repeatX = texture.wrapS === THREE.RepeatWrapping;
var repeatY = texture.wrapT === THREE.RepeatWrapping; var repeatY = texture.wrapT === THREE.RepeatWrapping;
...@@ -20388,16 +20390,6 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -20388,16 +20390,6 @@ THREE.WebGLRenderer = function ( parameters ) {
var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT ); var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT ); var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
/*
var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
*/
// clamp precision to maximum available // clamp precision to maximum available
var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0; var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
...@@ -23445,11 +23437,24 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -23445,11 +23437,24 @@ THREE.WebGLRenderer = function ( parameters ) {
_frustum.setFromMatrix( _projScreenMatrix ); _frustum.setFromMatrix( _projScreenMatrix );
// update WebGL objects // update WebGL objects
if ( this.autoUpdateObjects ) this.initWebGLObjects( scene ); if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
// custom render plugins (pre pass)
opaqueObjects.length = 0;
transparentObjects.length = 0;
_sortObjects = this.sortObjects;
projectObject(scene,scene,camera);
if ( this.sortObjects ) {
opaqueObjects.sort( painterSortStable );
transparentObjects.sort( reversePainterSortStable );
}
// custom render plugins (pre pass)
renderPlugins( this.renderPluginsPre, scene, camera ); renderPlugins( this.renderPluginsPre, scene, camera );
// //
...@@ -23470,18 +23475,7 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -23470,18 +23475,7 @@ THREE.WebGLRenderer = function ( parameters ) {
// set matrices for regular objects (frustum culled) // set matrices for regular objects (frustum culled)
opaqueObjects.length = 0;
transparentObjects.length = 0;
_sortObjects = this.sortObjects;
projectObject(scene,scene,camera);
if ( this.sortObjects ) {
opaqueObjects.sort( painterSortStable );
transparentObjects.sort( reversePainterSortStable );
}
// set matrices for immediate objects // set matrices for immediate objects
...@@ -23565,14 +23559,11 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -23565,14 +23559,11 @@ THREE.WebGLRenderer = function ( parameters ) {
updateObject(scene, object); updateObject(scene, object);
setupMatrices( object, camera );
for (var i = 0, l = webglObjects.length; i < l; i++){ for (var i = 0, l = webglObjects.length; i < l; i++){
var webglObject = webglObjects[i]; var webglObject = webglObjects[i];
unrollBufferMaterial( webglObject ); unrollBufferMaterial( webglObject );
webglObject.render = true; webglObject.render = true;
...@@ -23655,6 +23646,8 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -23655,6 +23646,8 @@ THREE.WebGLRenderer = function ( parameters ) {
object = webglObject.object; object = webglObject.object;
buffer = webglObject.buffer; buffer = webglObject.buffer;
setupMatrices( object, camera );
if ( overrideMaterial ) { if ( overrideMaterial ) {
...@@ -24196,7 +24189,7 @@ THREE.WebGLRenderer = function ( parameters ) { ...@@ -24196,7 +24189,7 @@ THREE.WebGLRenderer = function ( parameters ) {
function removeInstancesWebglObjects( objlist, object ) { function removeInstancesWebglObjects( objlist, object ) {
delete objlist[object]; delete objlist[object.id];
}; };
...@@ -36752,36 +36745,12 @@ THREE.DepthPassPlugin = function () { ...@@ -36752,36 +36745,12 @@ THREE.DepthPassPlugin = function () {
_renderList.length = 0; _renderList.length = 0;
projectObject(scene,scene,camera); projectObject(scene,scene,camera);
/*_renderList = scene.__webglObjects;
for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
webglObject = renderList[ j ];
object = webglObject.object;
webglObject.render = false;
if ( object.visible ) {
if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
webglObject.render = true;
}
}
}*/
// render regular objects // render regular objects
var objectMaterial, useMorphing, useSkinning; var objectMaterial, useMorphing, useSkinning;
for ( j = 0, jl = renderList.length; j < jl; j ++ ) { for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
webglObject = _renderList[ j ]; webglObject = _renderList[ j ];
......
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