Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
7f70aedf
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
7f70aedf
编写于
1月 11, 2018
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
WebGLRenderer: Renamed getViewport to getCurrentViewport. See #13081
上级
91c473f0
变更
4
隐藏空白更改
内联
并排
Showing
4 changed file
with
85 addition
and
85 deletion
+85
-85
docs/api/renderers/WebGLRenderer.html
docs/api/renderers/WebGLRenderer.html
+1
-1
docs/examples/objects/LensFlare.html
docs/examples/objects/LensFlare.html
+81
-81
examples/js/objects/LensFlare.js
examples/js/objects/LensFlare.js
+1
-1
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+2
-2
未找到文件。
docs/api/renderers/WebGLRenderer.html
浏览文件 @
7f70aedf
...
...
@@ -355,7 +355,7 @@
<h3>
[method:RenderTarget getRenderTarget]()
</h3>
<div>
Returns the current RenderTarget, if any.
</div>
<h3>
[method:RenderTarget getViewport]()
</h3>
<h3>
[method:RenderTarget get
Current
Viewport]()
</h3>
<div>
Returns the current viewport.
</div>
<h3>
[method:Number getMaxAnisotropy]()
</h3>
...
...
docs/examples/objects/LensFlare.html
浏览文件 @
7f70aedf
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
/>
<base
href=
"../../"
/>
<script
src=
"list.js"
></script>
<script
src=
"page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"page.css"
/>
</head>
<body>
[page:Mesh]
→
<h1>
[name]
</h1>
<div
class=
"desc"
>
Creates a simulated lens flare that tracks a light.
<br
/><br
/>
Note: [page:WebGLRenderer.alpha] must be set to *true* for LensFlare to work.
</div>
<h2>
Example
</h2>
<div>
[example:webgl_lensflares lensflares]
<code>
var light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
var textureLoader = new THREE.TextureLoader();
var textureFlare0 = textureLoader.load( "textures/lensflare/lensflare0.png" );
var textureFlare1 = textureLoader.load( "textures/lensflare/lensflare2.png" );
var textureFlare2 = textureLoader.load( "textures/lensflare/lensflare3.png" );
var lensFlareGroup = new THREE.LensFlareGroup();
var lensFlare0 = new THREE.LensFlare( textureFlare0, 512, 0, THREE.AdditiveBlending );
var lensFlare1 = new THREE.LensFlare( textureFlare1, 512, 0, THREE.AdditiveBlending );
var lensFlare2 = new THREE.LensFlare( textureFlare2, 60, 0.6, THREE.AdditiveBlending );
lensFlareGroup.add( lensFlare0 );
lensFlareGroup.add( lensFlare1 );
lensFlareGroup.add( lensFlare2 );
lensFlareGroup.position.copy( light.position );
scene.add( lensFlareGroup );
</code>
</div>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Texture texture], [page:Float size], [page:Float distance], [page:Materials blending], [page:Color color], [page:Float opacity] )
</h3>
<div>
[page:Texture texture] - THREE.Texture to use for the flare.
<br
/>
[page:Float size] - (optional) size in pixels
<br
/>
[page:Float distance] - (optional) (0-1) from light source (0 = at light source)
<br
/>
[page:Materials blending] - (optional) [page:Materials Blending Mode] - Defaults to THREE.NormalBlending
<br
/>
[page:Color color] - (optional) the [page:Color] of the lens flare
<br
/><br
/>
[page:Float opacity] - (optional) the opacity of the lens flare
<br
/><br
/>
</div>
<h2>
Properties
</h2>
<div>
See the base [page:Mesh] class for common properties.
</div>
<h3>
[property:Boolean isLensFlare]
</h3>
<div>
Used to check whether this or derived classes are lens flares. Default is *true*.
<br
/><br
/>
You should not change this, as it used internally for optimisation.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/LensFlare.js examples/js/objects/LensFlare.js]
</body>
</html>
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<meta
charset=
"utf-8"
/>
<base
href=
"../../"
/>
<script
src=
"list.js"
></script>
<script
src=
"page.js"
></script>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"page.css"
/>
</head>
<body>
[page:Mesh]
→
<h1>
[name]
</h1>
<div
class=
"desc"
>
Creates a simulated lens flare that tracks a light.
<br
/><br
/>
Note: [page:WebGLRenderer.alpha] must be set to *true* for LensFlare to work.
</div>
<h2>
Example
</h2>
<div>
[example:webgl_lensflares lensflares]
<code>
var light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
var textureLoader = new THREE.TextureLoader();
var textureFlare0 = textureLoader.load( "textures/lensflare/lensflare0.png" );
var textureFlare1 = textureLoader.load( "textures/lensflare/lensflare2.png" );
var textureFlare2 = textureLoader.load( "textures/lensflare/lensflare3.png" );
var lensFlareGroup = new THREE.LensFlareGroup();
var lensFlare0 = new THREE.LensFlare( textureFlare0, 512, 0, THREE.AdditiveBlending );
var lensFlare1 = new THREE.LensFlare( textureFlare1, 512, 0, THREE.AdditiveBlending );
var lensFlare2 = new THREE.LensFlare( textureFlare2, 60, 0.6, THREE.AdditiveBlending );
lensFlareGroup.add( lensFlare0 );
lensFlareGroup.add( lensFlare1 );
lensFlareGroup.add( lensFlare2 );
lensFlareGroup.position.copy( light.position );
scene.add( lensFlareGroup );
</code>
</div>
<h2>
Constructor
</h2>
<h3>
[name]( [page:Texture texture], [page:Float size], [page:Float distance], [page:Materials blending], [page:Color color], [page:Float opacity] )
</h3>
<div>
[page:Texture texture] - THREE.Texture to use for the flare.
<br
/>
[page:Float size] - (optional) size in pixels
<br
/>
[page:Float distance] - (optional) (0-1) from light source (0 = at light source)
<br
/>
[page:Materials blending] - (optional) [page:Materials Blending Mode] - Defaults to THREE.NormalBlending
<br
/>
[page:Color color] - (optional) the [page:Color] of the lens flare
<br
/><br
/>
[page:Float opacity] - (optional) the opacity of the lens flare
<br
/><br
/>
</div>
<h2>
Properties
</h2>
<div>
See the base [page:Mesh] class for common properties.
</div>
<h3>
[property:Boolean isLensFlare]
</h3>
<div>
Used to check whether this or derived classes are lens flares. Default is *true*.
<br
/><br
/>
You should not change this, as it used internally for optimisation.
</div>
<h2>
Source
</h2>
[link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/LensFlare.js examples/js/objects/LensFlare.js]
</body>
</html>
examples/js/objects/LensFlare.js
浏览文件 @
7f70aedf
...
...
@@ -286,7 +286,7 @@ THREE.LensFlare = function ( texture, size, distance, blending, color, opacity )
//
renderer
.
getViewport
(
viewport
);
viewport
.
copy
(
renderer
.
getCurrentViewport
()
);
group
.
update
(
renderer
,
camera
,
viewport
);
...
...
src/renderers/WebGLRenderer.js
浏览文件 @
7f70aedf
...
...
@@ -428,9 +428,9 @@ function WebGLRenderer( parameters ) {
};
this
.
get
Viewport
=
function
(
viewport
)
{
this
.
get
CurrentViewport
=
function
(
)
{
viewport
.
copy
(
_currentViewport
)
;
return
_currentViewport
;
};
...
...
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录