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High Quality Anaglyph Effect.

We can pass the resolution for Anaglyph Effect, Need not to tweak JS again and again.
Variable rSz is used to pass resolution numbers, As previous version 512 will be the default resolution if no value passed to function.
Aditya Sawant 13 gadi atpakaļ
vecāks
revīzija
2ba2e1ad57
1 mainītis faili ar 5 papildinājumiem un 3 dzēšanām
  1. 5 3
      examples/js/effects/AnaglyphEffect.js

+ 5 - 3
examples/js/effects/AnaglyphEffect.js

@@ -4,12 +4,14 @@
  * @author alteredq / http://alteredqualia.com/
  * @author alteredq / http://alteredqualia.com/
  */
  */
 
 
-THREE.AnaglyphEffect = function ( renderer ) {
+THREE.AnaglyphEffect = function ( renderer, rSz  ) {
 
 
 	var eyeRight = new THREE.Matrix4();
 	var eyeRight = new THREE.Matrix4();
 	var eyeLeft = new THREE.Matrix4();
 	var eyeLeft = new THREE.Matrix4();
 	var focalLength = 125;
 	var focalLength = 125;
 	var _aspect, _near, _far, _fov;
 	var _aspect, _near, _far, _fov;
+	
+	if (!rSz) { var rSz = 512;}
 
 
 	var _cameraL = new THREE.PerspectiveCamera();
 	var _cameraL = new THREE.PerspectiveCamera();
 	_cameraL.matrixAutoUpdate = false;
 	_cameraL.matrixAutoUpdate = false;
@@ -25,8 +27,8 @@ THREE.AnaglyphEffect = function ( renderer ) {
 
 
 	var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
 	var _params = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
 
 
-	var _renderTargetL = new THREE.WebGLRenderTarget( 512, 512, _params );
-	var _renderTargetR = new THREE.WebGLRenderTarget( 512, 512, _params );
+	var _renderTargetL = new THREE.WebGLRenderTarget( rSz, rSz, _params );
+	var _renderTargetR = new THREE.WebGLRenderTarget( rSz, rSz, _params );
 
 
 	var _material = new THREE.ShaderMaterial( {
 	var _material = new THREE.ShaderMaterial( {