提交 7f311850 编写于 作者: M Mr.doob

Updated builds.

上级 b23c781c
......@@ -16348,17 +16348,21 @@
} )
);
boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
var scale = camera.far / 1.732; // distance from 0,0,0 to 1,1,1
this.matrixWorld.makeScale( scale, scale, scale );
this.matrixWorld.copyPosition( camera.matrixWorld );
};
geometries.update( boxMesh.geometry );
}
boxMesh.material.uniforms.tCube.value = background;
var scale = camera.far / 1.732; // distance from 0,0,0 to 1,1,1
boxMesh.matrixWorld.makeScale( scale, scale, scale );
boxMesh.matrixWorld.copyPosition( camera.matrixWorld );
renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );
} else if ( background && background.isTexture ) {
......@@ -20437,8 +20441,11 @@
//
cameraVR.near = camera.near;
cameraVR.far = camera.far;
cameraL.near = camera.near;
cameraR.near = camera.near;
cameraL.far = camera.far;
cameraR.far = camera.far;
cameraVR.matrixWorld.copy( camera.matrixWorld );
cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse );
因为 它太大了无法显示 source diff 。你可以改为 查看blob
......@@ -16342,17 +16342,21 @@ function WebGLBackground( renderer, state, geometries, premultipliedAlpha ) {
} )
);
boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
var scale = camera.far / 1.732; // distance from 0,0,0 to 1,1,1
this.matrixWorld.makeScale( scale, scale, scale );
this.matrixWorld.copyPosition( camera.matrixWorld );
};
geometries.update( boxMesh.geometry );
}
boxMesh.material.uniforms.tCube.value = background;
var scale = camera.far / 1.732; // distance from 0,0,0 to 1,1,1
boxMesh.matrixWorld.makeScale( scale, scale, scale );
boxMesh.matrixWorld.copyPosition( camera.matrixWorld );
renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );
} else if ( background && background.isTexture ) {
......@@ -20431,8 +20435,11 @@ function WebVRManager( renderer ) {
//
cameraVR.near = camera.near;
cameraVR.far = camera.far;
cameraL.near = camera.near;
cameraR.near = camera.near;
cameraL.far = camera.far;
cameraR.far = camera.far;
cameraVR.matrixWorld.copy( camera.matrixWorld );
cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse );
......
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