未验证 提交 b0378f73 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #15329 from mrdoob/background

WebGLBackground: Render background first.
......@@ -105,7 +105,7 @@ function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
}
// push to the pre-sorted opaque render list
renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );
renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, null );
} else if ( background && background.isTexture ) {
......@@ -119,7 +119,7 @@ function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
vertexShader: ShaderLib.background.vertexShader,
fragmentShader: ShaderLib.background.fragmentShader,
side: FrontSide,
depthTest: true,
depthTest: false,
depthWrite: false,
fog: false
} )
......@@ -164,7 +164,7 @@ function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
// push to the pre-sorted opaque render list
renderList.push( planeMesh, planeMesh.geometry, planeMesh.material, 0, null );
renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, null );
}
......
......@@ -64,7 +64,7 @@ function WebGLRenderList() {
}
function push( object, geometry, material, z, group ) {
function getNextRenderItem( object, geometry, material, z, group ) {
var renderItem = renderItems[ renderItemsIndex ];
......@@ -96,10 +96,25 @@ function WebGLRenderList() {
}
renderItemsIndex ++;
return renderItem;
}
function push( object, geometry, material, z, group ) {
var renderItem = getNextRenderItem( object, geometry, material, z, group );
( material.transparent === true ? transparent : opaque ).push( renderItem );
renderItemsIndex ++;
}
function unshift( object, geometry, material, z, group ) {
var renderItem = getNextRenderItem( object, geometry, material, z, group );
( material.transparent === true ? transparent : opaque ).unshift( renderItem );
}
......@@ -116,6 +131,7 @@ function WebGLRenderList() {
init: init,
push: push,
unshift: unshift,
sort: sort
};
......
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