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Fixed clipped quad pass when using clippingPlanes on WebGLRenderer

Ludovic Bailly 8 years ago
parent
commit
42a7e929cc

+ 1 - 0
examples/js/postprocessing/AdaptiveToneMappingPass.js

@@ -119,6 +119,7 @@ THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
 	this.scene  = new THREE.Scene();
 	this.scene  = new THREE.Scene();
 
 
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
+	this.quad.frustumCulled = false;
 	this.scene.add( this.quad );
 	this.scene.add( this.quad );
 
 
 };
 };

+ 1 - 0
examples/js/postprocessing/BloomPass.js

@@ -69,6 +69,7 @@ THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
 	this.scene  = new THREE.Scene();
 	this.scene  = new THREE.Scene();
 
 
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
+	this.quad.frustumCulled = false;
 	this.scene.add( this.quad );
 	this.scene.add( this.quad );
 
 
 };
 };

+ 1 - 0
examples/js/postprocessing/BokehPass.js

@@ -63,6 +63,7 @@ THREE.BokehPass = function ( scene, camera, params ) {
 	this.scene2  = new THREE.Scene();
 	this.scene2  = new THREE.Scene();
 
 
 	this.quad2 = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
 	this.quad2 = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
+	this.quad2.frustumCulled = false;
 	this.scene2.add( this.quad2 );
 	this.scene2.add( this.quad2 );
 
 
 };
 };

+ 1 - 0
examples/js/postprocessing/DotScreenPass.js

@@ -29,6 +29,7 @@ THREE.DotScreenPass = function ( center, angle, scale ) {
 	this.scene  = new THREE.Scene();
 	this.scene  = new THREE.Scene();
 
 
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
+	this.quad.frustumCulled = false;
 	this.scene.add( this.quad );
 	this.scene.add( this.quad );
 
 
 };
 };

+ 1 - 0
examples/js/postprocessing/FilmPass.js

@@ -30,6 +30,7 @@ THREE.FilmPass = function ( noiseIntensity, scanlinesIntensity, scanlinesCount,
 	this.scene  = new THREE.Scene();
 	this.scene  = new THREE.Scene();
 
 
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
+	this.quad.frustumCulled = false;
 	this.scene.add( this.quad );
 	this.scene.add( this.quad );
 
 
 };
 };

+ 1 - 0
examples/js/postprocessing/GlitchPass.js

@@ -27,6 +27,7 @@ THREE.GlitchPass = function ( dt_size ) {
 	this.scene  = new THREE.Scene();
 	this.scene  = new THREE.Scene();
 
 
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
+	this.quad.frustumCulled = false;
 	this.scene.add( this.quad );
 	this.scene.add( this.quad );
 
 
 	this.goWild = false;
 	this.goWild = false;

+ 1 - 0
examples/js/postprocessing/OutlinePass.js

@@ -97,6 +97,7 @@ THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) {
 	this.scene = new THREE.Scene();
 	this.scene = new THREE.Scene();
 
 
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
+	this.quad.frustumCulled = false;
 	this.scene.add( this.quad );
 	this.scene.add( this.quad );
 
 
 	this.tempPulseColor1 = new THREE.Color();
 	this.tempPulseColor1 = new THREE.Color();

+ 1 - 0
examples/js/postprocessing/SMAAPass.js

@@ -100,6 +100,7 @@ THREE.SMAAPass = function ( width, height ) {
 	this.scene  = new THREE.Scene();
 	this.scene  = new THREE.Scene();
 
 
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
+	this.quad.frustumCulled = false;
 	this.scene.add( this.quad );
 	this.scene.add( this.quad );
 
 
 };
 };

+ 1 - 0
examples/js/postprocessing/SSAARenderPass.js

@@ -43,6 +43,7 @@ THREE.SSAARenderPass = function ( scene, camera, clearColor, clearAlpha ) {
 	this.camera2 = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
 	this.camera2 = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
 	this.scene2	= new THREE.Scene();
 	this.scene2	= new THREE.Scene();
 	this.quad2 = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), this.copyMaterial );
 	this.quad2 = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), this.copyMaterial );
+	this.quad2.frustumCulled = false;
 	this.scene2.add( this.quad2 );
 	this.scene2.add( this.quad2 );
 
 
 };
 };

+ 1 - 0
examples/js/postprocessing/SavePass.js

@@ -38,6 +38,7 @@ THREE.SavePass = function ( renderTarget ) {
 	this.scene  = new THREE.Scene();
 	this.scene  = new THREE.Scene();
 
 
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
+	this.quad.frustumCulled = false;
 	this.scene.add( this.quad );
 	this.scene.add( this.quad );
 
 
 };
 };

+ 1 - 0
examples/js/postprocessing/ShaderPass.js

@@ -33,6 +33,7 @@ THREE.ShaderPass = function ( shader, textureID ) {
 	this.scene = new THREE.Scene();
 	this.scene = new THREE.Scene();
 
 
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
+	this.quad.frustumCulled = false;
 	this.scene.add( this.quad );
 	this.scene.add( this.quad );
 
 
 };
 };

+ 1 - 0
examples/js/postprocessing/TexturePass.js

@@ -32,6 +32,7 @@ THREE.TexturePass = function ( map, opacity ) {
 	this.scene  = new THREE.Scene();
 	this.scene  = new THREE.Scene();
 
 
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
+	this.quad.frustumCulled = false;
 	this.scene.add( this.quad );
 	this.scene.add( this.quad );
 
 
 };
 };

+ 1 - 0
examples/js/postprocessing/UnrealBloomPass.js

@@ -124,6 +124,7 @@ THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
 	this.scene  = new THREE.Scene();
 	this.scene  = new THREE.Scene();
 
 
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
+	this.quad.frustumCulled = false;
 	this.scene.add( this.quad );
 	this.scene.add( this.quad );
 
 
 };
 };