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; };