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remove getMaxPrecision from webglstate

gero3 10 years ago
parent
commit
4252032567
1 changed files with 0 additions and 30 deletions
  1. 0 30
      src/renderers/webgl/WebGLState.js

+ 0 - 30
src/renderers/webgl/WebGLState.js

@@ -142,36 +142,6 @@ THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) {
 
 	};
 
-	this.getMaxPrecision = function ( precision ) {
-
-		if ( precision === 'highp' ) {
-
-			if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
-			     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
-
-				return 'highp';
-
-			}
-
-			precision = 'mediump';
-
-		}
-
-		if ( precision === 'mediump' ) {
-
-			if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
-			     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
-
-				return 'mediump';
-
-			}
-
-		}
-
-		return 'lowp';
-
-	};
-
 	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha ) {
 
 		if ( blending !== currentBlending ) {