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Small optimization for examples using FBOs.

In most cases RGB format is enough (RGBA is needed for example for lens flares to work ok with postprocessing).
alteredq 14 years ago
parent
commit
4405d6d9b8

+ 1 - 1
examples/misc_sound.html

@@ -160,7 +160,7 @@
 				postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2,  window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
 				postprocessing.camera.position.z = 100;
 
-				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
+				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
 				postprocessing.rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
 				postprocessing.rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
 				postprocessing.rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );

+ 1 - 1
examples/webgl_lines_colors.html

@@ -200,7 +200,7 @@
 				postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2,  window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
 				postprocessing.camera.position.z = 100;
 
-				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
+				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
 				postprocessing.rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
 				postprocessing.rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
 				postprocessing.rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );

+ 1 - 1
examples/webgl_materials_video.html

@@ -203,7 +203,7 @@
 				postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2,  window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
 				postprocessing.camera.position.z = 100;
 
-				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
+				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
 				postprocessing.rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
 				postprocessing.rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
 				postprocessing.rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );

+ 5 - 3
examples/webgl_postprocessing.html

@@ -107,9 +107,11 @@
 				directionalLight.position.normalize();
 				sceneModel.addLight( directionalLight );
 
-				rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter } );
-				rtTexture2 = new THREE.WebGLRenderTarget( 256, 512, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter } );
-				rtTexture3 = new THREE.WebGLRenderTarget( 512, 256, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter } );
+				var pars1 = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat },
+					pars2 = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter,  format: THREE.RGBFormat };
+				rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars1 );
+				rtTexture2 = new THREE.WebGLRenderTarget( 256, 512, pars2 );
+				rtTexture3 = new THREE.WebGLRenderTarget( 512, 256, pars2 );
 
 				materialColor = new THREE.MeshShaderMaterial( {
 

+ 1 - 1
examples/webgl_postprocessing_dof.html

@@ -238,7 +238,7 @@
 				postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2,  window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
 				postprocessing.camera.position.z = 100;
 
-				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
+				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
 				postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
 				postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
 

+ 1 - 1
examples/webgl_ribbons.html

@@ -231,7 +231,7 @@
 				postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2,  window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
 				postprocessing.camera.position.z = 100;
 
-				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
+				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
 				postprocessing.rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
 				postprocessing.rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
 				postprocessing.rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );

+ 1 - 1
examples/webgl_rtt.html

@@ -130,7 +130,7 @@
 				light.position.normalize();
 				sceneRTT.addLight( light );
 
-				rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter } );
+				rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat } );
 
 				material = new THREE.MeshShaderMaterial( {
 

+ 1 - 1
examples/webgl_shader_lava.html

@@ -207,7 +207,7 @@
 				postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2,  window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
 				postprocessing.camera.position.z = 100;
 
-				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
+				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
 				postprocessing.rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
 				postprocessing.rtTexture2 = new THREE.WebGLRenderTarget( 512, 512, pars );
 				postprocessing.rtTexture3 = new THREE.WebGLRenderTarget( 512, 512, pars );