提交 f20b81ab 编写于 作者: M Mr.doob

Updated builds.

上级 b0378f73
......@@ -14689,7 +14689,7 @@
}
// 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 ) {
......@@ -14703,7 +14703,7 @@
vertexShader: ShaderLib.background.vertexShader,
fragmentShader: ShaderLib.background.fragmentShader,
side: FrontSide,
depthTest: true,
depthTest: false,
depthWrite: false,
fog: false
} )
......@@ -14748,7 +14748,7 @@
// 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 );
}
......@@ -17798,7 +17798,7 @@
}
function push( object, geometry, material, z, group ) {
function getNextRenderItem( object, geometry, material, z, group ) {
var renderItem = renderItems[ renderItemsIndex ];
......@@ -17830,10 +17830,25 @@
}
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 );
}
......@@ -17850,6 +17865,7 @@
init: init,
push: push,
unshift: unshift,
sort: sort
};
此差异已折叠。
......@@ -14683,7 +14683,7 @@ 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 ) {
......@@ -14697,7 +14697,7 @@ function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
vertexShader: ShaderLib.background.vertexShader,
fragmentShader: ShaderLib.background.fragmentShader,
side: FrontSide,
depthTest: true,
depthTest: false,
depthWrite: false,
fog: false
} )
......@@ -14742,7 +14742,7 @@ 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 );
}
......@@ -17792,7 +17792,7 @@ function WebGLRenderList() {
}
function push( object, geometry, material, z, group ) {
function getNextRenderItem( object, geometry, material, z, group ) {
var renderItem = renderItems[ renderItemsIndex ];
......@@ -17824,10 +17824,25 @@ 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 );
}
......@@ -17844,6 +17859,7 @@ function WebGLRenderList() {
init: init,
push: push,
unshift: unshift,
sort: sort
};
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