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WebGLRenderer: Fixed ArrayCamera bounds handling.

Mr.doob 8 years ago
parent
commit
13bc1a3968
1 changed files with 6 additions and 6 deletions
  1. 6 6
      src/renderers/WebGLRenderer.js

+ 6 - 6
src/renderers/WebGLRenderer.js

@@ -438,14 +438,14 @@ function WebGLRenderer( parameters ) {
 
 
 		_viewport.set( x, y, width, height )
 		_viewport.set( x, y, width, height )
 		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
 		state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
-	
+
 	};
 	};
 
 
 	this.setScissor = function ( x, y, width, height ) {
 	this.setScissor = function ( x, y, width, height ) {
 
 
 		_scissor.set( x, y, width, height )
 		_scissor.set( x, y, width, height )
 		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
 		state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
-	
+
 	};
 	};
 
 
 	this.setScissorTest = function ( boolean ) {
 	this.setScissorTest = function ( boolean ) {
@@ -1459,10 +1459,10 @@ function WebGLRenderer( parameters ) {
 					var camera2 = cameras[ j ];
 					var camera2 = cameras[ j ];
 					var bounds = camera2.bounds;
 					var bounds = camera2.bounds;
 
 
-					var x = bounds.x * _width * _pixelRatio;
-					var y = bounds.y * _height * _pixelRatio;
-					var width = bounds.z * _width * _pixelRatio;
-					var height = bounds.w * _height * _pixelRatio;
+					var x = bounds.x * _width;
+					var y = bounds.y * _height;
+					var width = bounds.z * _width;
+					var height = bounds.w * _height;
 
 
 					_this.setViewport( x, y, width, height );
 					_this.setViewport( x, y, width, height );
 					_this.setScissor( x, y, width, height );
 					_this.setScissor( x, y, width, height );