提交 eb9241d1 编写于 作者: M Mugen87

JSM: Update modules.

上级 8830252a
......@@ -42,12 +42,8 @@ var RectAreaLightUniformsLib = {
// data textures
var ltc_1 = new DataTexture( new Float32Array( LTC_MAT_1 ), 64, 64, RGBAFormat, FloatType, UVMapping, ClampToEdgeWrapping, ClampToEdgeWrapping, LinearFilter, NearestFilter, 1 );
var ltc_2 = new DataTexture( new Float32Array( LTC_MAT_2 ), 64, 64, RGBAFormat, FloatType, UVMapping, ClampToEdgeWrapping, ClampToEdgeWrapping, LinearFilter, NearestFilter, 1 );
ltc_1.needsUpdate = true;
ltc_2.needsUpdate = true;
UniformsLib.LTC_1 = ltc_1;
UniformsLib.LTC_2 = ltc_2;
......
......@@ -276,7 +276,6 @@ Ocean.prototype.generateSeedPhaseTexture = function () {
this.pingPhaseTexture.wrapS = ClampToEdgeWrapping;
this.pingPhaseTexture.wrapT = ClampToEdgeWrapping;
this.pingPhaseTexture.type = FloatType;
this.pingPhaseTexture.needsUpdate = true;
};
......
......@@ -42,14 +42,12 @@ var Lensflare = function () {
tempMap.magFilter = NearestFilter;
tempMap.wrapS = ClampToEdgeWrapping;
tempMap.wrapT = ClampToEdgeWrapping;
tempMap.needsUpdate = true;
var occlusionMap = new DataTexture( new Uint8Array( 16 * 16 * 3 ), 16, 16, RGBFormat );
occlusionMap.minFilter = NearestFilter;
occlusionMap.magFilter = NearestFilter;
occlusionMap.wrapS = ClampToEdgeWrapping;
occlusionMap.wrapT = ClampToEdgeWrapping;
occlusionMap.needsUpdate = true;
// material
......
......@@ -115,9 +115,7 @@ GlitchPass.prototype = Object.assign( Object.create( Pass.prototype ), {
}
var texture = new DataTexture( data_arr, dt_size, dt_size, RGBFormat, FloatType );
texture.needsUpdate = true;
return texture;
return new DataTexture( data_arr, dt_size, dt_size, RGBFormat, FloatType );
}
......
......@@ -418,7 +418,6 @@ SSAOPass.prototype = Object.assign( Object.create( Pass.prototype ), {
this.noiseTexture = new DataTexture( data, width, height, RGBAFormat, FloatType );
this.noiseTexture.wrapS = RepeatWrapping;
this.noiseTexture.wrapT = RepeatWrapping;
this.noiseTexture.needsUpdate = true;
}
......
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