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And more adjustHSV removal.

Mr.doob 12 年之前
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4b232302f8

+ 2 - 4
examples/webgl_lensflares.html

@@ -142,14 +142,12 @@
 				function addLight( h, s, v, x, y, z ) {
 
 					var light = new THREE.PointLight( 0xffffff, 1.5, 4500 );
+					light.color.setHSV( h, s, v );
 					light.position.set( x, y, z );
 					scene.add( light );
 
-					light.color.setHSV( h, s, v );
-
 					var flareColor = new THREE.Color( 0xffffff );
-					flareColor.copy( light.color );
-					THREE.ColorUtils.adjustHSV( flareColor, 0, -0.5, 0.5 );
+					flareColor.setHSV( h, s - 0.5, v + 0.5 );
 
 					var lensFlare = new THREE.LensFlare( textureFlare0, 700, 0.0, THREE.AdditiveBlending, flareColor );
 

+ 0 - 1
examples/webgl_lights_hemisphere.html

@@ -258,7 +258,6 @@
 					for ( var i = 0; i < colorMap.colors.length; i ++ ) {
 
 						geometry.faces[ i ].color = colorMap.colors[ i ];
-						THREE.ColorUtils.adjustHSV( geometry.faces[ i ].color, 0, -0.1, 0 );
 
 					}
 

+ 0 - 4
examples/webgl_loader_ctm_materials.html

@@ -137,15 +137,11 @@
 				light.position.multiplyScalar( 30 );
 				scene.add( light );
 
-				THREE.ColorUtils.adjustHSV( light.color, 0, -0.75, 0 );
-
 				var light = new THREE.PointLight( 0xffffff, 0.75 );
 				light.position.set( -12, 4.6, 2.4 );
 				light.position.multiplyScalar( 30 );
 				scene.add( light );
 
-				THREE.ColorUtils.adjustHSV( light.color, 0, -0.5, 0 );
-
 				scene.add( new THREE.AmbientLight( 0x050505 ) );
 
 				// RENDERER

+ 1 - 3
examples/webgl_materials_skin.html

@@ -178,11 +178,9 @@
 
 				// POSTPROCESSING
 
-				var renderModelUV = new THREE.RenderPass( scene, camera, materialUV, new THREE.Color( 0xca9c8d ) );
+				var renderModelUV = new THREE.RenderPass( scene, camera, materialUV, new THREE.Color( 0x575757 ) );
 				var renderModel = new THREE.RenderPass( scene, camera );
 
-				THREE.ColorUtils.adjustHSV( renderModelUV.clearColor, 0, -0.5, -0.45 );
-
 				var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
 
 				var effectBloom1 = new THREE.BloomPass( 1, 15, 2, 512 );

+ 1 - 1
examples/webgl_morphnormals.html

@@ -157,7 +157,7 @@
 					for ( var i = 0; i < colorMap.colors.length; i ++ ) {
 
 						geometry.faces[ i ].color = colorMap.colors[ i ];
-						THREE.ColorUtils.adjustHSV( geometry.faces[ i ].color, 0, 0.125, 0 );
+						geometry.faces[ i ].color.offsetHSL( 0, 0.3, 0 );
 
 					}
 

+ 0 - 4
examples/webgl_postprocessing_godrays.html

@@ -93,10 +93,6 @@
 
 				//
 
-				// todo - try with fog
-				// scene.fog = new THREE.Fog( 0xffaa55, 1000, FAR );
-				// THREE.ColorUtils.adjustHSV( scene.fog.color, 0.02, -0.15, -0.65 );
-
 				materialDepth = new THREE.MeshDepthMaterial();
 
 				var materialScene = new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading } );