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three.js
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9aebb139
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three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
9aebb139
编写于
3月 21, 2020
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
Updated builds.
上级
2ac76439
变更
3
展开全部
隐藏空白更改
内联
并排
Showing
3 changed file
with
719 addition
and
655 deletion
+719
-655
build/three.js
build/three.js
+44
-12
build/three.min.js
build/three.min.js
+631
-631
build/three.module.js
build/three.module.js
+44
-12
未找到文件。
build/three.js
浏览文件 @
9aebb139
...
...
@@ -21919,15 +21919,29 @@
glInternalFormat = 6402;
if ( texture.type === FloatType ) {
if ( isWebGL2 ) {
if ( texture.type === FloatType ) {
if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
glInternalFormat = 36012;
glInternalFormat = 36012;
} else if ( isWebGL2
) {
} else if ( texture.type === UnsignedIntType
) {
// WebGL 2.0 requires signed internalformat for glTexImage2D
glInternalFormat = 33189;
glInternalFormat = 33190;
} else {
glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
}
} else {
if ( texture.type === FloatType ) {
console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
}
}
...
...
@@ -22095,15 +22109,33 @@
if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
var glInternalFormat = 33189;
if ( isMultisample ) {
var depthTexture = renderTarget.depthTexture;
if ( depthTexture && depthTexture.isDepthTexture ) {
if ( depthTexture.type === FloatType ) {
glInternalFormat = 36012;
} else if ( depthTexture.type === UnsignedIntType ) {
glInternalFormat = 33190;
}
}
var samples = getRenderTargetSamples( renderTarget );
_gl.renderbufferStorageMultisample( 36161, samples,
33189
, renderTarget.width, renderTarget.height );
_gl.renderbufferStorageMultisample( 36161, samples,
glInternalFormat
, renderTarget.width, renderTarget.height );
} else {
_gl.renderbufferStorage( 36161,
33189
, renderTarget.width, renderTarget.height );
_gl.renderbufferStorage( 36161,
glInternalFormat
, renderTarget.width, renderTarget.height );
}
...
...
@@ -22218,7 +22250,7 @@
_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget
, false
);
}
...
...
@@ -22226,7 +22258,7 @@
_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget
, false
);
}
...
...
@@ -33968,7 +34000,7 @@
} );
//
!\ DECLARE ALIAS AFTER assign prototype !
//
DECLARE ALIAS AFTER assign prototype
Object.assign( Interpolant.prototype, {
//( 0, t, t0 ), returns this.resultBuffer
...
...
@@ -43399,7 +43431,7 @@
} );
//
!\ DECLARE ALIAS AFTER assign prototype !
//
DECLARE ALIAS AFTER assign prototype
Object.assign( PropertyBinding.prototype, {
// initial state of these methods that calls 'bind'
build/three.min.js
浏览文件 @
9aebb139
此差异已折叠。
点击以展开。
build/three.module.js
浏览文件 @
9aebb139
...
...
@@ -21911,15 +21911,29 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
glInternalFormat = 6402;
if ( texture.type === FloatType ) {
if ( isWebGL2 ) {
if ( texture.type === FloatType ) {
if ( isWebGL2 === false ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
glInternalFormat = 36012;
glInternalFormat = 36012;
} else if ( isWebGL2
) {
} else if ( texture.type === UnsignedIntType
) {
// WebGL 2.0 requires signed internalformat for glTexImage2D
glInternalFormat = 33189;
glInternalFormat = 33190;
} else {
glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
}
} else {
if ( texture.type === FloatType ) {
console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
}
}
...
...
@@ -22087,15 +22101,33 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
var glInternalFormat = 33189;
if ( isMultisample ) {
var depthTexture = renderTarget.depthTexture;
if ( depthTexture && depthTexture.isDepthTexture ) {
if ( depthTexture.type === FloatType ) {
glInternalFormat = 36012;
} else if ( depthTexture.type === UnsignedIntType ) {
glInternalFormat = 33190;
}
}
var samples = getRenderTargetSamples( renderTarget );
_gl.renderbufferStorageMultisample( 36161, samples,
33189
, renderTarget.width, renderTarget.height );
_gl.renderbufferStorageMultisample( 36161, samples,
glInternalFormat
, renderTarget.width, renderTarget.height );
} else {
_gl.renderbufferStorage( 36161,
33189
, renderTarget.width, renderTarget.height );
_gl.renderbufferStorage( 36161,
glInternalFormat
, renderTarget.width, renderTarget.height );
}
...
...
@@ -22210,7 +22242,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget
, false
);
}
...
...
@@ -22218,7 +22250,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget
, false
);
}
...
...
@@ -33960,7 +33992,7 @@ Object.assign( Interpolant.prototype, {
} );
//
!\ DECLARE ALIAS AFTER assign prototype !
//
DECLARE ALIAS AFTER assign prototype
Object.assign( Interpolant.prototype, {
//( 0, t, t0 ), returns this.resultBuffer
...
...
@@ -43391,7 +43423,7 @@ Object.assign( PropertyBinding.prototype, { // prototype, continued
} );
//
!\ DECLARE ALIAS AFTER assign prototype !
//
DECLARE ALIAS AFTER assign prototype
Object.assign( PropertyBinding.prototype, {
// initial state of these methods that calls 'bind'
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