提交 fb14834c 编写于 作者: M Mr.doob

Revert "WebGLRenderer: Moved layer test to renderObject. See #11083."

This reverts commit 8c72ccc7.
上级 c732e5da
......@@ -1304,73 +1304,79 @@ function WebGLRenderer( parameters ) {
if ( ! object.visible ) return;
if ( object.isLight ) {
var visible = object.layers.test( camera.layers );
lights.push( object );
if ( visible ) {
} else if ( object.isSprite ) {
if ( object.isLight ) {
if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
lights.push( object );
sprites.push( object );
} else if ( object.isSprite ) {
}
if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
} else if ( object.isLensFlare ) {
sprites.push( object );
lensFlares.push( object );
}
} else if ( object.isImmediateRenderObject ) {
} else if ( object.isLensFlare ) {
if ( sortObjects ) {
lensFlares.push( object );
_vector3.setFromMatrixPosition( object.matrixWorld )
.applyMatrix4( _projScreenMatrix );
} else if ( object.isImmediateRenderObject ) {
}
if ( sortObjects ) {
currentRenderList.push( object, null, object.material, _vector3.z, null );
_vector3.setFromMatrixPosition( object.matrixWorld )
.applyMatrix4( _projScreenMatrix );
} else if ( object.isMesh || object.isLine || object.isPoints ) {
}
if ( object.isSkinnedMesh ) {
currentRenderList.push( object, null, object.material, _vector3.z, null );
object.skeleton.update();
} else if ( object.isMesh || object.isLine || object.isPoints ) {
}
if ( object.isSkinnedMesh ) {
if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
object.skeleton.update();
if ( sortObjects ) {
}
_vector3.setFromMatrixPosition( object.matrixWorld )
.applyMatrix4( _projScreenMatrix );
if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
}
if ( sortObjects ) {
_vector3.setFromMatrixPosition( object.matrixWorld )
.applyMatrix4( _projScreenMatrix );
}
var geometry = objects.update( object );
var material = object.material;
var geometry = objects.update( object );
var material = object.material;
if ( Array.isArray( material ) ) {
if ( Array.isArray( material ) ) {
var groups = geometry.groups;
var groups = geometry.groups;
for ( var i = 0, l = groups.length; i < l; i ++ ) {
for ( var i = 0, l = groups.length; i < l; i ++ ) {
var group = groups[ i ];
var groupMaterial = material[ group.materialIndex ];
var group = groups[ i ];
var groupMaterial = material[ group.materialIndex ];
if ( groupMaterial && groupMaterial.visible ) {
if ( groupMaterial && groupMaterial.visible ) {
currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );
currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );
}
}
}
} else if ( material.visible ) {
} else if ( material.visible ) {
currentRenderList.push( object, geometry, material, _vector3.z, null );
currentRenderList.push( object, geometry, material, _vector3.z, null );
}
}
......@@ -1438,8 +1444,6 @@ function WebGLRenderer( parameters ) {
function renderObject( object, scene, camera, geometry, material, group ) {
if ( object.layers.test( camera.layers ) === false ) return;
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
......
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