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Merge branch 'master' into dev

Mr.doob 14 年之前
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4484dc3af8
共有 2 个文件被更改,包括 13 次插入20 次删除
  1. 4 3
      src/extras/geometries/TorusGeometry.js
  2. 9 17
      src/renderers/WebGLRenderer.js

+ 4 - 3
src/extras/geometries/TorusGeometry.js

@@ -3,7 +3,7 @@
  * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
  */
 
-THREE.TorusGeometry = function ( radius, tube, segmentsR, segmentsT ) {
+THREE.TorusGeometry = function ( radius, tube, segmentsR, segmentsT, arc ) {
 
 	THREE.Geometry.call( this );
 
@@ -13,14 +13,15 @@ THREE.TorusGeometry = function ( radius, tube, segmentsR, segmentsT ) {
 	this.tube = tube || 40;
 	this.segmentsR = segmentsR || 8;
 	this.segmentsT = segmentsT || 6;
+	this.arc = arc || (2 * Math.PI);
 
 	var temp_uv = [];
 
 	for ( var j = 0; j <= this.segmentsR; ++j ) {
 
 		for ( var i = 0; i <= this.segmentsT; ++i ) {
-
-			var u = i / this.segmentsT * 2 * Math.PI;
+		
+			var u = i / this.segmentsT * this.arc;
 			var v = j / this.segmentsR * 2 * Math.PI;
 			var x = (this.radius + this.tube*Math.cos(v))*Math.cos(u);
 			var y = (this.radius + this.tube*Math.cos(v))*Math.sin(u);

+ 9 - 17
src/renderers/WebGLRenderer.js

@@ -7,18 +7,9 @@
 
 THREE.WebGLRenderer = function ( parameters ) {
 
-	// Currently you can use just up to 4 directional / point lights total.
-	// Chrome barfs on shader linking when there are more than 4 lights :(
-
-	// The problem comes from shader using too many varying vectors.
-
-	// This is not GPU limitation as the same shader works ok in Firefox
-	// and Chrome with "--use-gl=desktop" flag.
-
-	// Difference comes from Chrome on Windows using by default ANGLE,
-	// thus going DirectX9 route (while FF uses OpenGL).
-
-	// See http://code.google.com/p/chromium/issues/detail?id=63491
+	// By default you can use just up to 4 directional / point lights total.
+	// ANGLE implementation (Chrome/Firefox on Windows) is bound to
+	// 10 varying vectors due to DirectX9 limitation.
 
 	var _this = this,
 	_gl, _programs = [],
@@ -79,6 +70,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
 	_clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
 	_clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
+	_maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;
 
 	this.data = {
 
@@ -2480,7 +2472,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 		// heuristics to create shader parameters according to lights in the scene
 		// (not to blow over maxLights budget)
 
-		maxLightCount = allocateLights( lights, 4 );
+		maxLightCount = allocateLights( lights );
 
 		maxShadows = allocateShadows( lights );
 
@@ -5345,7 +5337,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 	};
 
-	function allocateLights( lights, maxLights ) {
+	function allocateLights( lights ) {
 
 		var l, ll, light, dirLights, pointLights, maxDirLights, maxPointLights;
 		dirLights = pointLights = maxDirLights = maxPointLights = 0;
@@ -5360,15 +5352,15 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 		}
 
-		if ( ( pointLights + dirLights ) <= maxLights ) {
+		if ( ( pointLights + dirLights ) <= _maxLights ) {
 
 			maxDirLights = dirLights;
 			maxPointLights = pointLights;
 
 		} else {
 
-			maxDirLights = Math.ceil( maxLights * dirLights / ( pointLights + dirLights ) );
-			maxPointLights = maxLights - maxDirLights;
+			maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
+			maxPointLights = _maxLights - maxDirLights;
 
 		}