2
0
Mr.doob 4 жил өмнө
parent
commit
38cd961708

+ 5 - 10
build/three.js

@@ -727,7 +727,7 @@
 		Function("r", "regeneratorRuntime = r")(runtime);
 	}
 
-	var REVISION = '126';
+	var REVISION = '127dev';
 	var MOUSE = {
 		LEFT: 0,
 		MIDDLE: 1,
@@ -11660,7 +11660,7 @@
 				renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
 			}
 
-			if (background && (background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping)) {
+			if (background && (background.isCubeTexture || background.mapping === CubeUVReflectionMapping)) {
 				if (boxMesh === undefined) {
 					boxMesh = new Mesh(new BoxGeometry(1, 1, 1), new ShaderMaterial({
 						name: 'BackgroundCubeMaterial',
@@ -11688,11 +11688,6 @@
 					objects.update(boxMesh);
 				}
 
-				if (background.isWebGLCubeRenderTarget) {
-					// TODO Deprecate
-					background = background.texture;
-				}
-
 				boxMesh.material.uniforms.envMap.value = background;
 				boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background._needsFlipEnvMap ? -1 : 1;
 
@@ -19018,15 +19013,15 @@
 			if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera);
 			if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera); //
 
-			if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); //
-
 			if (_currentRenderTarget !== null) {
 				// Generate mipmap if we're using any kind of mipmap filtering
 				textures.updateRenderTargetMipmap(_currentRenderTarget); // resolve multisample renderbuffers to a single-sample texture if necessary
 
 				textures.updateMultisampleRenderTarget(_currentRenderTarget);
-			} // Ensure depth buffer writing is enabled so it can be cleared on next render
+			} //
+
 
+			if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); // Ensure depth buffer writing is enabled so it can be cleared on next render
 
 			state.buffers.depth.setTest(true);
 			state.buffers.depth.setMask(true);

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+ 0 - 0
build/three.min.js


+ 6 - 14
build/three.module.js

@@ -1,5 +1,5 @@
 // threejs.org/license
-const REVISION = '126';
+const REVISION = '127dev';
 const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
 const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
 const CullFaceNone = 0;
@@ -13542,7 +13542,7 @@ function WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha
 
 		}
 
-		if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
+		if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {
 
 			if ( boxMesh === undefined ) {
 
@@ -13584,14 +13584,6 @@ function WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha
 
 			}
 
-			if ( background.isWebGLCubeRenderTarget ) {
-
-				// TODO Deprecate
-
-				background = background.texture;
-
-			}
-
 			boxMesh.material.uniforms.envMap.value = background;
 			boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1;
 
@@ -24035,10 +24027,6 @@ function WebGLRenderer( parameters ) {
 
 		//
 
-		if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
-
-		//
-
 		if ( _currentRenderTarget !== null ) {
 
 			// Generate mipmap if we're using any kind of mipmap filtering
@@ -24051,6 +24039,10 @@ function WebGLRenderer( parameters ) {
 
 		}
 
+		//
+
+		if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
+
 		// Ensure depth buffer writing is enabled so it can be cleared on next render
 
 		state.buffers.depth.setTest( true );

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