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Updated builds.

Mr.doob 12 years ago
parent
commit
075d6ec9f3
2 changed files with 3 additions and 1 deletions
  1. 2 0
      build/three.js
  2. 1 1
      build/three.min.js

+ 2 - 0
build/three.js

@@ -18905,6 +18905,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 	var _gl;
 
 	var _glExtensionTextureFloat;
+	var _glExtensionTextureFloatLinear;
 	var _glExtensionStandardDerivatives;
 	var _glExtensionTextureFilterAnisotropic;
 	var _glExtensionCompressedTextureS3TC;
@@ -25921,6 +25922,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 		}
 
 		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
+		_glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
 		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
 
 		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||

+ 1 - 1
build/three.min.js

@@ -416,7 +416,7 @@ a.antialias?a.antialias:!1,O=void 0!==a.stencil?a.stencil:!0,qa=void 0!==a.prese
 Z;this.context=null;this.devicePixelRatio=void 0!==a.devicePixelRatio?a.devicePixelRatio:void 0!==window.devicePixelRatio?window.devicePixelRatio:1;this.autoUpdateObjects=this.sortObjects=this.autoClearStencil=this.autoClearDepth=this.autoClearColor=this.autoClear=!0;this.shadowMapEnabled=this.physicallyBasedShading=this.gammaOutput=this.gammaInput=!1;this.shadowMapAutoUpdate=!0;this.shadowMapType=THREE.PCFShadowMap;this.shadowMapCullFace=THREE.CullFaceFront;this.shadowMapCascade=this.shadowMapDebug=
 !1;this.maxMorphTargets=8;this.maxMorphNormals=4;this.autoScaleCubemaps=!0;this.renderPluginsPre=[];this.renderPluginsPost=[];this.info={memory:{programs:0,geometries:0,textures:0},render:{calls:0,vertices:0,faces:0,points:0}};var D=this,V=[],ea=0,pa=null,Ua=null,pb=-1,ub=null,ya=null,Ha=0,fa=0,da=-1,T=-1,aa=-1,la=-1,Y=-1,ma=-1,xa=-1,bb=-1,ia=null,ha=null,ra=null,ka=null,ua=0,Ra=0,Qa=0,Ya=0,Xb=0,Jb=0,Ab={},Sa=new THREE.Frustum,xb=new THREE.Matrix4,lb=new THREE.Matrix4,Ga=new THREE.Vector3,Ca=new THREE.Vector3,
 yb=!0,Ib={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]},spot:{length:0,colors:[],positions:[],distances:[],directions:[],anglesCos:[],exponents:[]},hemi:{length:0,skyColors:[],groundColors:[],positions:[]}},k,Rb,Yb,fb,na;try{if(!(k=Z.getContext("experimental-webgl",{alpha:oa,premultipliedAlpha:Pa,antialias:Va,stencil:O,preserveDrawingBuffer:qa})))throw"Error creating WebGL context.";}catch(va){console.error(va)}Rb=k.getExtension("OES_texture_float");
-Yb=k.getExtension("OES_standard_derivatives");fb=k.getExtension("EXT_texture_filter_anisotropic")||k.getExtension("MOZ_EXT_texture_filter_anisotropic")||k.getExtension("WEBKIT_EXT_texture_filter_anisotropic");na=k.getExtension("WEBGL_compressed_texture_s3tc")||k.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||k.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");Rb||console.log("THREE.WebGLRenderer: Float textures not supported.");Yb||console.log("THREE.WebGLRenderer: Standard derivatives not supported.");
+k.getExtension("OES_texture_float_linear");Yb=k.getExtension("OES_standard_derivatives");fb=k.getExtension("EXT_texture_filter_anisotropic")||k.getExtension("MOZ_EXT_texture_filter_anisotropic")||k.getExtension("WEBKIT_EXT_texture_filter_anisotropic");na=k.getExtension("WEBGL_compressed_texture_s3tc")||k.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||k.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");Rb||console.log("THREE.WebGLRenderer: Float textures not supported.");Yb||console.log("THREE.WebGLRenderer: Standard derivatives not supported.");
 fb||console.log("THREE.WebGLRenderer: Anisotropic texture filtering not supported.");na||console.log("THREE.WebGLRenderer: S3TC compressed textures not supported.");void 0===k.getShaderPrecisionFormat&&(k.getShaderPrecisionFormat=function(){return{rangeMin:1,rangeMax:1,precision:1}});k.clearColor(0,0,0,1);k.clearDepth(1);k.clearStencil(0);k.enable(k.DEPTH_TEST);k.depthFunc(k.LEQUAL);k.frontFace(k.CCW);k.cullFace(k.BACK);k.enable(k.CULL_FACE);k.enable(k.BLEND);k.blendEquation(k.FUNC_ADD);k.blendFunc(k.SRC_ALPHA,
 k.ONE_MINUS_SRC_ALPHA);k.clearColor(Fa.r,Fa.g,Fa.b,wa);this.context=k;var ib=k.getParameter(k.MAX_TEXTURE_IMAGE_UNITS),Tb=k.getParameter(k.MAX_VERTEX_TEXTURE_IMAGE_UNITS);k.getParameter(k.MAX_TEXTURE_SIZE);var Ub=k.getParameter(k.MAX_CUBE_MAP_TEXTURE_SIZE),Xa=fb?k.getParameter(fb.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0,Gb=0<Tb,Bb=Gb&&Rb;na&&k.getParameter(k.COMPRESSED_TEXTURE_FORMATS);var Kb=k.getShaderPrecisionFormat(k.VERTEX_SHADER,k.HIGH_FLOAT),Ka=k.getShaderPrecisionFormat(k.VERTEX_SHADER,k.MEDIUM_FLOAT);
 k.getShaderPrecisionFormat(k.VERTEX_SHADER,k.LOW_FLOAT);var Sb=k.getShaderPrecisionFormat(k.FRAGMENT_SHADER,k.HIGH_FLOAT),Lb=k.getShaderPrecisionFormat(k.FRAGMENT_SHADER,k.MEDIUM_FLOAT);k.getShaderPrecisionFormat(k.FRAGMENT_SHADER,k.LOW_FLOAT);k.getShaderPrecisionFormat(k.VERTEX_SHADER,k.HIGH_INT);k.getShaderPrecisionFormat(k.VERTEX_SHADER,k.MEDIUM_INT);k.getShaderPrecisionFormat(k.VERTEX_SHADER,k.LOW_INT);k.getShaderPrecisionFormat(k.FRAGMENT_SHADER,k.HIGH_INT);k.getShaderPrecisionFormat(k.FRAGMENT_SHADER,