提交 d0df1355 编写于 作者: M Mr.doob

Updated builds.

上级 f3454f58
......@@ -17538,7 +17538,7 @@
}
var currentRenderTarget = renderer.getCurrentRenderTarget();
var currentRenderTarget = renderer.getRenderTarget();
var parameters = {
......@@ -21160,11 +21160,11 @@
var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
var group = renderItem.group;
object.onBeforeRender( _this, scene, camera, geometry, material, group );
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
object.onBeforeRender( _this, scene, camera, geometry, material, group );
if ( object.isImmediateRenderObject ) {
state.setMaterial( material );
......@@ -21183,7 +21183,6 @@
object.onAfterRender( _this, scene, camera, geometry, material, group );
}
}
......@@ -22310,7 +22309,7 @@
}() );
this.getCurrentRenderTarget = function () {
this.getRenderTarget = function () {
return _currentRenderTarget;
......@@ -42752,6 +42751,13 @@
Object.assign( WebGLRenderer.prototype, {
getCurrentRenderTarget: function () {
console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
return this.getRenderTarget();
},
supportsFloatTextures: function () {
console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
......
此差异已折叠。
......@@ -17532,7 +17532,7 @@ function WebGLPrograms( renderer, capabilities ) {
}
var currentRenderTarget = renderer.getCurrentRenderTarget();
var currentRenderTarget = renderer.getRenderTarget();
var parameters = {
......@@ -21154,11 +21154,11 @@ function WebGLRenderer( parameters ) {
var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
var group = renderItem.group;
object.onBeforeRender( _this, scene, camera, geometry, material, group );
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
object.onBeforeRender( _this, scene, camera, geometry, material, group );
if ( object.isImmediateRenderObject ) {
state.setMaterial( material );
......@@ -21177,7 +21177,6 @@ function WebGLRenderer( parameters ) {
object.onAfterRender( _this, scene, camera, geometry, material, group );
}
}
......@@ -22304,7 +22303,7 @@ function WebGLRenderer( parameters ) {
}() );
this.getCurrentRenderTarget = function () {
this.getRenderTarget = function () {
return _currentRenderTarget;
......@@ -42746,6 +42745,13 @@ Object.defineProperties( ShaderMaterial.prototype, {
Object.assign( WebGLRenderer.prototype, {
getCurrentRenderTarget: function () {
console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
return this.getRenderTarget();
},
supportsFloatTextures: function () {
console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册