提交 afe018f3 编写于 作者: F Fernando Serrano

Fix #11683 using pixelRatio on viewport and scissors

上级 3051c617
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - arraycamera</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
</style>
</head>
<body>
<script src="../build/three.js"></script>
<script>
var mesh, renderer, scene, camera;
var arrayCamera;
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 20, 20, 20 );
camera.lookAt( scene.position );
camera.updateMatrixWorld();
camera.updateProjectionMatrix();
camera.matrixWorldInverse.getInverse(camera.matrixWorld);
arrayCamera = new THREE.ArrayCamera( [
camera.clone(),
camera.clone()
] );
arrayCamera.cameras[0].bounds = new THREE.Vector4(0.0, 0.0, 0.5, 1.0);
arrayCamera.cameras[1].bounds = new THREE.Vector4(0.5, 0.0, 0.5, 1.0);
arrayCamera.cameras[0].layers.enable(1);
arrayCamera.cameras[1].layers.enable(2);
arrayCamera.position.set( 20, 20, 20 );
arrayCamera.lookAt( scene.position );
arrayCamera.enabled = true;
// ambient
scene.add( new THREE.AmbientLight( 0x222222 ) );
// light
var light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 20, 20, 0 );
scene.add( light );
// axes
scene.add( new THREE.AxisHelper( 20 ) );
// geometry
var geometry = new THREE.SphereGeometry( 5, 12, 8 );
// material
var material = new THREE.MeshPhongMaterial( {
color: 0x00ffff,
shading: THREE.FlatShading,
transparent: true,
opacity: 0.7,
} );
// mesh
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
}
function animate() {
requestAnimationFrame( animate );
renderer.autoClear = true;
renderer.render( scene, arrayCamera ); // should render left and right
renderer.autoClear = false;
renderer.render( scene, camera ); // should render center
}
</script>
</body>
</html>
......@@ -1418,8 +1418,8 @@ function WebGLRenderer( parameters ) {
var width = bounds.z * _width;
var height = bounds.w * _height;
state.viewport( _currentViewport.set( x, y, width, height ) );
state.scissor( _currentScissor.set( x, y, width, height ) );
state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
state.scissor( _currentScissor.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
state.setScissorTest( true );
renderObject( object, scene, camera2, geometry, material, group );
......
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