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@@ -4755,29 +4755,29 @@ THREE.WebGLRenderer = function ( parameters ) {
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// If uniforms are marked as clean, they don't need to be loaded to the GPU.
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// If uniforms are marked as clean, they don't need to be loaded to the GPU.
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- function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
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+ function markUniformsLightsNeedsUpdate ( uniforms, value ) {
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- uniforms.ambientLightColor.needsUpdate = boolean;
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+ uniforms.ambientLightColor.needsUpdate = value;
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- uniforms.directionalLightColor.needsUpdate = boolean;
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- uniforms.directionalLightDirection.needsUpdate = boolean;
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+ uniforms.directionalLightColor.needsUpdate = value;
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+ uniforms.directionalLightDirection.needsUpdate = value;
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- uniforms.pointLightColor.needsUpdate = boolean;
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- uniforms.pointLightPosition.needsUpdate = boolean;
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- uniforms.pointLightDistance.needsUpdate = boolean;
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- uniforms.pointLightDecay.needsUpdate = boolean;
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+ uniforms.pointLightColor.needsUpdate = value;
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+ uniforms.pointLightPosition.needsUpdate = value;
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+ uniforms.pointLightDistance.needsUpdate = value;
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+ uniforms.pointLightDecay.needsUpdate = value;
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- uniforms.spotLightColor.needsUpdate = boolean;
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- uniforms.spotLightPosition.needsUpdate = boolean;
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- uniforms.spotLightDistance.needsUpdate = boolean;
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- uniforms.spotLightDirection.needsUpdate = boolean;
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- uniforms.spotLightAngleCos.needsUpdate = boolean;
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- uniforms.spotLightExponent.needsUpdate = boolean;
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- uniforms.spotLightDecay.needsUpdate = boolean;
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+ uniforms.spotLightColor.needsUpdate = value;
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+ uniforms.spotLightPosition.needsUpdate = value;
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+ uniforms.spotLightDistance.needsUpdate = value;
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+ uniforms.spotLightDirection.needsUpdate = value;
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+ uniforms.spotLightAngleCos.needsUpdate = value;
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+ uniforms.spotLightExponent.needsUpdate = value;
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+ uniforms.spotLightDecay.needsUpdate = value;
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- uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
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- uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
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- uniforms.hemisphereLightDirection.needsUpdate = boolean;
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+ uniforms.hemisphereLightSkyColor.needsUpdate = value;
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+ uniforms.hemisphereLightGroundColor.needsUpdate = value;
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+ uniforms.hemisphereLightDirection.needsUpdate = value;
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}
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}
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