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three.js
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88576029
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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88576029
编写于
6月 28, 2014
作者:
M
Mr.doob
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差异文件
Merge pull request #4999 from gero3/FixRenderer
fix some issues with the webgl renderer
上级
5fd1c8b6
caa4066a
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
18 addition
and
51 deletion
+18
-51
src/extras/renderers/plugins/DepthPassPlugin.js
src/extras/renderers/plugins/DepthPassPlugin.js
+1
-25
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+17
-26
未找到文件。
src/extras/renderers/plugins/DepthPassPlugin.js
浏览文件 @
88576029
...
...
@@ -80,36 +80,12 @@ THREE.DepthPassPlugin = function () {
_renderList
.
length
=
0
;
projectObject
(
scene
,
scene
,
camera
);
/*_renderList = scene.__webglObjects;
for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
webglObject = renderList[ j ];
object = webglObject.object;
webglObject.render = false;
if ( object.visible ) {
if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
webglObject.render = true;
}
}
}*/
// render regular objects
var
objectMaterial
,
useMorphing
,
useSkinning
;
for
(
j
=
0
,
jl
=
renderList
.
length
;
j
<
jl
;
j
++
)
{
for
(
j
=
0
,
jl
=
_
renderList
.
length
;
j
<
jl
;
j
++
)
{
webglObject
=
_renderList
[
j
];
...
...
src/renderers/WebGLRenderer.js
浏览文件 @
88576029
...
...
@@ -222,16 +222,6 @@ THREE.WebGLRenderer = function ( parameters ) {
var
_fragmentShaderPrecisionMediumpFloat
=
_gl
.
getShaderPrecisionFormat
(
_gl
.
FRAGMENT_SHADER
,
_gl
.
MEDIUM_FLOAT
);
var
_fragmentShaderPrecisionLowpFloat
=
_gl
.
getShaderPrecisionFormat
(
_gl
.
FRAGMENT_SHADER
,
_gl
.
LOW_FLOAT
);
/*
var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
*/
// clamp precision to maximum available
var
highpAvailable
=
_vertexShaderPrecisionHighpFloat
.
precision
>
0
&&
_fragmentShaderPrecisionHighpFloat
.
precision
>
0
;
...
...
@@ -3279,11 +3269,24 @@ THREE.WebGLRenderer = function ( parameters ) {
_frustum
.
setFromMatrix
(
_projScreenMatrix
);
// update WebGL objects
if
(
this
.
autoUpdateObjects
)
this
.
initWebGLObjects
(
scene
);
// custom render plugins (pre pass)
opaqueObjects
.
length
=
0
;
transparentObjects
.
length
=
0
;
_sortObjects
=
this
.
sortObjects
;
projectObject
(
scene
,
scene
,
camera
);
if
(
this
.
sortObjects
)
{
opaqueObjects
.
sort
(
painterSortStable
);
transparentObjects
.
sort
(
reversePainterSortStable
);
}
// custom render plugins (pre pass)
renderPlugins
(
this
.
renderPluginsPre
,
scene
,
camera
);
//
...
...
@@ -3304,18 +3307,7 @@ THREE.WebGLRenderer = function ( parameters ) {
// set matrices for regular objects (frustum culled)
opaqueObjects
.
length
=
0
;
transparentObjects
.
length
=
0
;
_sortObjects
=
this
.
sortObjects
;
projectObject
(
scene
,
scene
,
camera
);
if
(
this
.
sortObjects
)
{
opaqueObjects
.
sort
(
painterSortStable
);
transparentObjects
.
sort
(
reversePainterSortStable
);
}
// set matrices for immediate objects
...
...
@@ -3399,14 +3391,11 @@ THREE.WebGLRenderer = function ( parameters ) {
updateObject
(
scene
,
object
);
setupMatrices
(
object
,
camera
);
for
(
var
i
=
0
,
l
=
webglObjects
.
length
;
i
<
l
;
i
++
){
var
webglObject
=
webglObjects
[
i
];
unrollBufferMaterial
(
webglObject
);
webglObject
.
render
=
true
;
...
...
@@ -3489,6 +3478,8 @@ THREE.WebGLRenderer = function ( parameters ) {
object
=
webglObject
.
object
;
buffer
=
webglObject
.
buffer
;
setupMatrices
(
object
,
camera
);
if
(
overrideMaterial
)
{
...
...
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