提交 7f70aedf 编写于 作者: M Mr.doob

WebGLRenderer: Renamed getViewport to getCurrentViewport. See #13081

上级 91c473f0
......@@ -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 getCurrentViewport]()</h3>
<div>Returns the current viewport.</div>
<h3>[method:Number getMaxAnisotropy]()</h3>
......
<!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] &rarr;
<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] &rarr;
<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>
......@@ -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 );
......
......@@ -428,9 +428,9 @@ function WebGLRenderer( parameters ) {
};
this.getViewport = function ( viewport ) {
this.getCurrentViewport = function () {
viewport.copy( _currentViewport );
return _currentViewport;
};
......
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