diff --git a/docs/api/renderers/WebGLRenderer.html b/docs/api/renderers/WebGLRenderer.html
index 5ef34bb6d5ddcf8ad25767cc83cad2da84e4e818..66e5fcfd6dda0d43b5b0f8c7abfc10fa3c43a5c0 100644
--- a/docs/api/renderers/WebGLRenderer.html
+++ b/docs/api/renderers/WebGLRenderer.html
@@ -355,7 +355,7 @@
[method:RenderTarget getRenderTarget]()
Returns the current RenderTarget, if any.
- [method:RenderTarget getViewport]()
+ [method:RenderTarget getCurrentViewport]()
Returns the current viewport.
[method:Number getMaxAnisotropy]()
diff --git a/docs/examples/objects/LensFlare.html b/docs/examples/objects/LensFlare.html
index 792bc2b947423cced0bcc94d2a56e5f9219568b4..bb8fe2545baaec17b801168fa555d12abccb2a4e 100644
--- a/docs/examples/objects/LensFlare.html
+++ b/docs/examples/objects/LensFlare.html
@@ -1,81 +1,81 @@
-
-
-
-
-
-
-
-
-
-
- [page:Mesh] →
-
- [name]
-
-
- Creates a simulated lens flare that tracks a light.
-
- Note: [page:WebGLRenderer.alpha] must be set to *true* for LensFlare to work.
-
-
- Example
-
-
- [example:webgl_lensflares lensflares]
-
-
-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 );
-
-
-
-
- Constructor
-
-
- [name]( [page:Texture texture], [page:Float size], [page:Float distance], [page:Materials blending], [page:Color color], [page:Float opacity] )
-
- [page:Texture texture] - THREE.Texture to use for the flare.
- [page:Float size] - (optional) size in pixels
- [page:Float distance] - (optional) (0-1) from light source (0 = at light source)
- [page:Materials blending] - (optional) [page:Materials Blending Mode] - Defaults to THREE.NormalBlending
- [page:Color color] - (optional) the [page:Color] of the lens flare
- [page:Float opacity] - (optional) the opacity of the lens flare
-
-
-
- Properties
- See the base [page:Mesh] class for common properties.
-
- [property:Boolean isLensFlare]
-
- Used to check whether this or derived classes are lens flares. Default is *true*.
-
- You should not change this, as it used internally for optimisation.
-
-
-
- Source
-
- [link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/LensFlare.js examples/js/objects/LensFlare.js]
-
-
+
+
+
+
+
+
+
+
+
+
+ [page:Mesh] →
+
+ [name]
+
+
+ Creates a simulated lens flare that tracks a light.
+
+ Note: [page:WebGLRenderer.alpha] must be set to *true* for LensFlare to work.
+
+
+ Example
+
+
+ [example:webgl_lensflares lensflares]
+
+
+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 );
+
+
+
+
+ Constructor
+
+
+ [name]( [page:Texture texture], [page:Float size], [page:Float distance], [page:Materials blending], [page:Color color], [page:Float opacity] )
+
+ [page:Texture texture] - THREE.Texture to use for the flare.
+ [page:Float size] - (optional) size in pixels
+ [page:Float distance] - (optional) (0-1) from light source (0 = at light source)
+ [page:Materials blending] - (optional) [page:Materials Blending Mode] - Defaults to THREE.NormalBlending
+ [page:Color color] - (optional) the [page:Color] of the lens flare
+ [page:Float opacity] - (optional) the opacity of the lens flare
+
+
+
+ Properties
+ See the base [page:Mesh] class for common properties.
+
+ [property:Boolean isLensFlare]
+
+ Used to check whether this or derived classes are lens flares. Default is *true*.
+
+ You should not change this, as it used internally for optimisation.
+
+
+
+ Source
+
+ [link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/LensFlare.js examples/js/objects/LensFlare.js]
+
+
diff --git a/examples/js/objects/LensFlare.js b/examples/js/objects/LensFlare.js
index a2db7dcdacec11bad0cdd3756f27ccbd8e953af4..6cd49ac372e24433ebed29c7adbf7dc5e5f7cdb3 100644
--- a/examples/js/objects/LensFlare.js
+++ b/examples/js/objects/LensFlare.js
@@ -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 );
diff --git a/src/renderers/WebGLRenderer.js b/src/renderers/WebGLRenderer.js
index 3a008d1a54919e90f5d2290e323366104a120248..cbe24fad4f7266849c55fa6bf524d2fe2d8e261c 100644
--- a/src/renderers/WebGLRenderer.js
+++ b/src/renderers/WebGLRenderer.js
@@ -428,9 +428,9 @@ function WebGLRenderer( parameters ) {
};
- this.getViewport = function ( viewport ) {
+ this.getCurrentViewport = function () {
- viewport.copy( _currentViewport );
+ return _currentViewport;
};