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MipMap -> Mipmap

WestLangley il y a 6 ans
Parent
commit
0a9f8668a8

+ 4 - 4
examples/js/exporters/GLTFExporter.js

@@ -38,11 +38,11 @@ var WEBGL_CONSTANTS = {
 var THREE_TO_WEBGL = {};
 
 THREE_TO_WEBGL[ THREE.NearestFilter ] = WEBGL_CONSTANTS.NEAREST;
-THREE_TO_WEBGL[ THREE.NearestMipMapNearestFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_NEAREST;
-THREE_TO_WEBGL[ THREE.NearestMipMapLinearFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_LINEAR;
+THREE_TO_WEBGL[ THREE.NearestMipmapNearestFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_NEAREST;
+THREE_TO_WEBGL[ THREE.NearestMipmapLinearFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_LINEAR;
 THREE_TO_WEBGL[ THREE.LinearFilter ] = WEBGL_CONSTANTS.LINEAR;
-THREE_TO_WEBGL[ THREE.LinearMipMapNearestFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_NEAREST;
-THREE_TO_WEBGL[ THREE.LinearMipMapLinearFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_LINEAR;
+THREE_TO_WEBGL[ THREE.LinearMipmapNearestFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_NEAREST;
+THREE_TO_WEBGL[ THREE.LinearMipmapLinearFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_LINEAR;
 
 THREE_TO_WEBGL[ THREE.ClampToEdgeWrapping ] = WEBGL_CONSTANTS.CLAMP_TO_EDGE;
 THREE_TO_WEBGL[ THREE.RepeatWrapping ] = WEBGL_CONSTANTS.REPEAT;

+ 1 - 1
examples/js/loaders/BasisTextureLoader.js

@@ -168,7 +168,7 @@ THREE.BasisTextureLoader.prototype = {
 
 				}
 
-				texture.minFilter = mipmaps.length === 1 ? THREE.LinearFilter : THREE.LinearMipMapLinearFilter;
+				texture.minFilter = mipmaps.length === 1 ? THREE.LinearFilter : THREE.LinearMipmapLinearFilter;
 				texture.magFilter = THREE.LinearFilter;
 				texture.generateMipmaps = false;
 				texture.needsUpdate = true;

+ 5 - 5
examples/js/loaders/GLTFLoader.js

@@ -1123,10 +1123,10 @@ THREE.GLTFLoader = ( function () {
 	var WEBGL_FILTERS = {
 		9728: THREE.NearestFilter,
 		9729: THREE.LinearFilter,
-		9984: THREE.NearestMipMapNearestFilter,
-		9985: THREE.LinearMipMapNearestFilter,
-		9986: THREE.NearestMipMapLinearFilter,
-		9987: THREE.LinearMipMapLinearFilter
+		9984: THREE.NearestMipmapNearestFilter,
+		9985: THREE.LinearMipmapNearestFilter,
+		9986: THREE.NearestMipmapLinearFilter,
+		9987: THREE.LinearMipmapLinearFilter
 	};
 
 	var WEBGL_WRAPPINGS = {
@@ -2040,7 +2040,7 @@ THREE.GLTFLoader = ( function () {
 			var sampler = samplers[ textureDef.sampler ] || {};
 
 			texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || THREE.LinearFilter;
-			texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || THREE.LinearMipMapLinearFilter;
+			texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || THREE.LinearMipmapLinearFilter;
 			texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || THREE.RepeatWrapping;
 			texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || THREE.RepeatWrapping;
 

+ 5 - 5
examples/js/loaders/deprecated/LegacyGLTFLoader.js

@@ -463,10 +463,10 @@ THREE.LegacyGLTFLoader = ( function () {
 	var WEBGL_FILTERS = {
 		9728: THREE.NearestFilter,
 		9729: THREE.LinearFilter,
-		9984: THREE.NearestMipMapNearestFilter,
-		9985: THREE.LinearMipMapNearestFilter,
-		9986: THREE.NearestMipMapLinearFilter,
-		9987: THREE.LinearMipMapLinearFilter
+		9984: THREE.NearestMipmapNearestFilter,
+		9985: THREE.LinearMipmapNearestFilter,
+		9986: THREE.NearestMipmapLinearFilter,
+		9987: THREE.LinearMipmapLinearFilter
 	};
 
 	var WEBGL_WRAPPINGS = {
@@ -1135,7 +1135,7 @@ THREE.LegacyGLTFLoader = ( function () {
 								var sampler = json.samplers[ texture.sampler ];
 
 								_texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || THREE.LinearFilter;
-								_texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || THREE.NearestMipMapLinearFilter;
+								_texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || THREE.NearestMipmapLinearFilter;
 								_texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || THREE.RepeatWrapping;
 								_texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || THREE.RepeatWrapping;
 

+ 1 - 1
examples/js/postprocessing/AdaptiveToneMappingPass.js

@@ -213,7 +213,7 @@ THREE.AdaptiveToneMappingPass.prototype = Object.assign( Object.create( THREE.Pa
 		this.previousLuminanceRT.texture.generateMipmaps = false;
 
 		// We only need mipmapping for the current luminosity because we want a down-sampled version to sample in our adaptive shader
-		pars.minFilter = THREE.LinearMipMapLinearFilter;
+		pars.minFilter = THREE.LinearMipmapLinearFilter;
 		pars.generateMipmaps = true;
 		this.currentLuminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars );
 		this.currentLuminanceRT.texture.name = "AdaptiveToneMappingPass.cl";

+ 8 - 8
examples/jsm/exporters/GLTFExporter.js

@@ -12,13 +12,13 @@ import {
 	InterpolateDiscrete,
 	InterpolateLinear,
 	LinearFilter,
-	LinearMipMapLinearFilter,
-	LinearMipMapNearestFilter,
+	LinearMipmapLinearFilter,
+	LinearMipmapNearestFilter,
 	Math as _Math,
 	MirroredRepeatWrapping,
 	NearestFilter,
-	NearestMipMapLinearFilter,
-	NearestMipMapNearestFilter,
+	NearestMipmapLinearFilter,
+	NearestMipmapNearestFilter,
 	PropertyBinding,
 	RGBAFormat,
 	RepeatWrapping,
@@ -62,11 +62,11 @@ var WEBGL_CONSTANTS = {
 var THREE_TO_WEBGL = {};
 
 THREE_TO_WEBGL[ NearestFilter ] = WEBGL_CONSTANTS.NEAREST;
-THREE_TO_WEBGL[ NearestMipMapNearestFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_NEAREST;
-THREE_TO_WEBGL[ NearestMipMapLinearFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_LINEAR;
+THREE_TO_WEBGL[ NearestMipmapNearestFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_NEAREST;
+THREE_TO_WEBGL[ NearestMipmapLinearFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_LINEAR;
 THREE_TO_WEBGL[ LinearFilter ] = WEBGL_CONSTANTS.LINEAR;
-THREE_TO_WEBGL[ LinearMipMapNearestFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_NEAREST;
-THREE_TO_WEBGL[ LinearMipMapLinearFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_LINEAR;
+THREE_TO_WEBGL[ LinearMipmapNearestFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_NEAREST;
+THREE_TO_WEBGL[ LinearMipmapLinearFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_LINEAR;
 
 THREE_TO_WEBGL[ ClampToEdgeWrapping ] = WEBGL_CONSTANTS.CLAMP_TO_EDGE;
 THREE_TO_WEBGL[ RepeatWrapping ] = WEBGL_CONSTANTS.REPEAT;

+ 2 - 2
examples/jsm/loaders/BasisTextureLoader.js

@@ -9,7 +9,7 @@ import {
 	DefaultLoadingManager,
 	FileLoader,
 	LinearFilter,
-	LinearMipMapLinearFilter,
+	LinearMipmapLinearFilter,
 	RGB_ETC1_Format,
 	RGB_PVRTC_4BPPV1_Format,
 	UnsignedByteType
@@ -179,7 +179,7 @@ BasisTextureLoader.prototype = {
 
 				}
 
-				texture.minFilter = mipmaps.length === 1 ? LinearFilter : LinearMipMapLinearFilter;
+				texture.minFilter = mipmaps.length === 1 ? LinearFilter : LinearMipmapLinearFilter;
 				texture.magFilter = LinearFilter;
 				texture.generateMipmaps = false;
 				texture.needsUpdate = true;

+ 9 - 9
examples/jsm/loaders/GLTFLoader.js

@@ -29,8 +29,8 @@ import {
 	LineLoop,
 	LineSegments,
 	LinearFilter,
-	LinearMipMapLinearFilter,
-	LinearMipMapNearestFilter,
+	LinearMipmapLinearFilter,
+	LinearMipmapNearestFilter,
 	Loader,
 	LoaderUtils,
 	Material,
@@ -41,8 +41,8 @@ import {
 	MeshStandardMaterial,
 	MirroredRepeatWrapping,
 	NearestFilter,
-	NearestMipMapLinearFilter,
-	NearestMipMapNearestFilter,
+	NearestMipmapLinearFilter,
+	NearestMipmapNearestFilter,
 	NumberKeyframeTrack,
 	Object3D,
 	OrthographicCamera,
@@ -1188,10 +1188,10 @@ var GLTFLoader = ( function () {
 	var WEBGL_FILTERS = {
 		9728: NearestFilter,
 		9729: LinearFilter,
-		9984: NearestMipMapNearestFilter,
-		9985: LinearMipMapNearestFilter,
-		9986: NearestMipMapLinearFilter,
-		9987: LinearMipMapLinearFilter
+		9984: NearestMipmapNearestFilter,
+		9985: LinearMipmapNearestFilter,
+		9986: NearestMipmapLinearFilter,
+		9987: LinearMipmapLinearFilter
 	};
 
 	var WEBGL_WRAPPINGS = {
@@ -2105,7 +2105,7 @@ var GLTFLoader = ( function () {
 			var sampler = samplers[ textureDef.sampler ] || {};
 
 			texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter;
-			texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipMapLinearFilter;
+			texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter;
 			texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping;
 			texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping;
 

+ 9 - 9
examples/jsm/loaders/deprecated/LegacyGLTFLoader.js

@@ -39,8 +39,8 @@ import {
 	LineLoop,
 	LineSegments,
 	LinearFilter,
-	LinearMipMapLinearFilter,
-	LinearMipMapNearestFilter,
+	LinearMipmapLinearFilter,
+	LinearMipmapNearestFilter,
 	Loader,
 	LoaderUtils,
 	LuminanceAlphaFormat,
@@ -54,8 +54,8 @@ import {
 	MeshPhongMaterial,
 	MirroredRepeatWrapping,
 	NearestFilter,
-	NearestMipMapLinearFilter,
-	NearestMipMapNearestFilter,
+	NearestMipmapLinearFilter,
+	NearestMipmapNearestFilter,
 	NeverDepth,
 	NoBlending,
 	NotEqualDepth,
@@ -554,10 +554,10 @@ var LegacyGLTFLoader = ( function () {
 	var WEBGL_FILTERS = {
 		9728: NearestFilter,
 		9729: LinearFilter,
-		9984: NearestMipMapNearestFilter,
-		9985: LinearMipMapNearestFilter,
-		9986: NearestMipMapLinearFilter,
-		9987: LinearMipMapLinearFilter
+		9984: NearestMipmapNearestFilter,
+		9985: LinearMipmapNearestFilter,
+		9986: NearestMipmapLinearFilter,
+		9987: LinearMipmapLinearFilter
 	};
 
 	var WEBGL_WRAPPINGS = {
@@ -1226,7 +1226,7 @@ var LegacyGLTFLoader = ( function () {
 								var sampler = json.samplers[ texture.sampler ];
 
 								_texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter;
-								_texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || NearestMipMapLinearFilter;
+								_texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || NearestMipmapLinearFilter;
 								_texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping;
 								_texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping;
 

+ 2 - 2
examples/jsm/postprocessing/AdaptiveToneMappingPass.js

@@ -9,7 +9,7 @@
 
 import {
 	LinearFilter,
-	LinearMipMapLinearFilter,
+	LinearMipmapLinearFilter,
 	MeshBasicMaterial,
 	NoBlending,
 	RGBAFormat,
@@ -228,7 +228,7 @@ AdaptiveToneMappingPass.prototype = Object.assign( Object.create( Pass.prototype
 		this.previousLuminanceRT.texture.generateMipmaps = false;
 
 		// We only need mipmapping for the current luminosity because we want a down-sampled version to sample in our adaptive shader
-		pars.minFilter = LinearMipMapLinearFilter;
+		pars.minFilter = LinearMipmapLinearFilter;
 		pars.generateMipmaps = true;
 		this.currentLuminanceRT = new WebGLRenderTarget( this.resolution, this.resolution, pars );
 		this.currentLuminanceRT.texture.name = "AdaptiveToneMappingPass.cl";

+ 1 - 1
examples/webgl_geometry_minecraft_ao.html

@@ -247,7 +247,7 @@
 
 				var texture = new THREE.TextureLoader().load( 'textures/minecraft/atlas.png' );
 				texture.magFilter = THREE.NearestFilter;
-				texture.minFilter = THREE.LinearMipMapLinearFilter;
+				texture.minFilter = THREE.LinearMipmapLinearFilter;
 
 				var mesh = new THREE.Mesh(
 					geometry,

+ 1 - 1
examples/webgl_loader_texture_exr.html

@@ -59,7 +59,7 @@
 
 						// these setting are currently set correctly by default
 						//texture.encoding = LinearEncoding;
-						//texture.minFilter = LinearMipMapLinearFilter;
+						//texture.minFilter = LinearMipmapLinearFilter;
 						//texture.magFilter = LinearFilter;
 						//texture.flipY = true;
 

+ 1 - 1
examples/webgl_loader_texture_pvrtc.html

@@ -47,7 +47,7 @@
 				var onCube2Loaded = function ( texture ) {
 
 					texture.magFilter = THREE.LinearFilter;
-					// texture.minFilter = LinearMipMapNearestFilter;
+					// texture.minFilter = LinearMipmapNearestFilter;
 					texture.minFilter = THREE.LinearFilter;
 					texture.mapping = THREE.CubeReflectionMapping;
 					material8.needsUpdate = true;

+ 3 - 3
examples/webgl_materials_cubemap_dynamic.html

@@ -53,7 +53,7 @@
 					resolution: 1024,
 
 					generateMipmaps: true,
-					minFilter: THREE.LinearMipMapLinearFilter,
+					minFilter: THREE.LinearMipmapLinearFilter,
 					magFilter: THREE.LinearFilter
 				};
 
@@ -63,12 +63,12 @@
 
 				cubeCamera1 = new THREE.CubeCamera( 1, 1000, 256 );
 				cubeCamera1.renderTarget.texture.generateMipmaps = true;
-				cubeCamera1.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter;
+				cubeCamera1.renderTarget.texture.minFilter = THREE.LinearMipmapLinearFilter;
 				scene.add( cubeCamera1 );
 
 				cubeCamera2 = new THREE.CubeCamera( 1, 1000, 256 );
 				cubeCamera2.renderTarget.texture.generateMipmaps = true;
-				cubeCamera2.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter;
+				cubeCamera2.renderTarget.texture.minFilter = THREE.LinearMipmapLinearFilter;
 				scene.add( cubeCamera2 );
 
 				document.body.appendChild( renderer.domElement );

+ 1 - 1
examples/webgl_materials_envmaps.html

@@ -65,7 +65,7 @@
 				textureEquirec = textureLoader.load( "textures/2294472375_24a3b8ef46_o.jpg" );
 				textureEquirec.mapping = THREE.EquirectangularReflectionMapping;
 				textureEquirec.magFilter = THREE.LinearFilter;
-				textureEquirec.minFilter = THREE.LinearMipMapLinearFilter;
+				textureEquirec.minFilter = THREE.LinearMipmapLinearFilter;
 				textureEquirec.encoding = THREE.sRGBEncoding;
 
 				textureSphere = textureLoader.load( "textures/metal.jpg" );

+ 1 - 1
examples/webgl_materials_envmaps_parallax.html

@@ -308,7 +308,7 @@
 				// cube camera for environment map
 				cubeCamera = new THREE.CubeCamera( 1, 1000, 512 );
 				cubeCamera.renderTarget.texture.generateMipmaps = true;
-				cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter;
+				cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipmapLinearFilter;
 				cubeCamera.renderTarget.texture.mapping = THREE.CubeReflectionMapping;
 
 				cubeCamera.position.set( 0, - 100, 0 );

+ 1 - 1
examples/webgl_materials_skin.html

@@ -158,7 +158,7 @@
 
 				var pars = {
 					generateMipmaps: true,
-					minFilter: THREE.LinearMipMapLinearFilter,
+					minFilter: THREE.LinearMipmapLinearFilter,
 					magFilter: THREE.LinearFilter,
 					format: THREE.RGBFormat,
 					stencilBuffer: false

+ 1 - 1
examples/webgl_materials_texture_filters.html

@@ -26,7 +26,7 @@
 		<div id="lbl_left" class="lbl">
 		Floor <span class="g">(128x128)</span><br/>
 		mag: <span class="c">Linear</span><br/>
-		min: <span class="c">LinearMipMapLinear</span><br/>
+		min: <span class="c">LinearMipmapLinear</span><br/>
 		<br/>
 		Painting <span class="g">(748x600)</span><br/>
 		mag: <span class="c">Linear</span><br/>

+ 3 - 3
examples/webgl_materials_texture_manualmipmap.html

@@ -26,7 +26,7 @@
 		<div id="lbl_left" class="lbl">
 		Floor <span class="g">(128x128)</span><br/>
 		mag: <span class="c">Linear</span><br/>
-		min: <span class="c">LinearMipMapLinear</span><br/>
+		min: <span class="c">LinearMipmapLinear</span><br/>
 		<br/>
 		Painting <span class="g">(748x600)</span><br/>
 		mag: <span class="c">Linear</span><br/>
@@ -36,7 +36,7 @@
 		<div id="lbl_right" class="lbl">
 		Floor <br/>
 		mag: <span class="c">Nearest</span><br/>
-		min: <span class="c">NearestMipMapNearestFilter</span><br/>
+		min: <span class="c">NearestMipmapNearestFilter</span><br/>
 		<br/>
 		Painting <br/>
 		mag: <span class="c">Nearest</span><br/>
@@ -114,7 +114,7 @@
 
 				var textureCanvas2 = textureCanvas1.clone();
 				textureCanvas2.magFilter = THREE.NearestFilter;
-				textureCanvas2.minFilter = THREE.NearestMipMapNearestFilter;
+				textureCanvas2.minFilter = THREE.NearestMipmapNearestFilter;
 
 				var materialCanvas1 = new THREE.MeshBasicMaterial( { map: textureCanvas1 } );
 				var materialCanvas2 = new THREE.MeshBasicMaterial( { color: 0xffccaa, map: textureCanvas2 } );

+ 1 - 1
examples/webgl_nearestneighbour.html

@@ -105,7 +105,7 @@
 
 				var imagePreviewTexture = textureLoader.load( 'textures/crate.gif' );
 
-				imagePreviewTexture.minFilter = THREE.LinearMipMapLinearFilter;
+				imagePreviewTexture.minFilter = THREE.LinearMipmapLinearFilter;
 				imagePreviewTexture.magFilter = THREE.LinearFilter;
 
 				var pointShaderMaterial = new THREE.ShaderMaterial( {

+ 1 - 1
examples/webgl_shaders_ocean.html

@@ -103,7 +103,7 @@
 
 				var cubeCamera = new THREE.CubeCamera( 0.1, 1, 512 );
 				cubeCamera.renderTarget.texture.generateMipmaps = true;
-				cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter;
+				cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipmapLinearFilter;
 
 				scene.background = cubeCamera.renderTarget;