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