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WebGLRenderer: Removed unused lights reference.

Mr.doob 9 years ago
parent
commit
4bfdf068ce
2 changed files with 14 additions and 14 deletions
  1. 12 12
      src/renderers/WebGLRenderer.js
  2. 2 2
      src/renderers/webgl/WebGLShadowMap.js

+ 12 - 12
src/renderers/WebGLRenderer.js

@@ -700,11 +700,11 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 
 	};
 	};
 
 
-	this.renderBufferDirect = function ( camera, lights, fog, geometry, material, object, group ) {
+	this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
 
 
 		setMaterial( material );
 		setMaterial( material );
 
 
-		var program = setProgram( camera, lights, fog, material, object );
+		var program = setProgram( camera, fog, material, object );
 
 
 		var updateBuffers = false;
 		var updateBuffers = false;
 		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
 		var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
@@ -1156,19 +1156,19 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 
 			var overrideMaterial = scene.overrideMaterial;
 			var overrideMaterial = scene.overrideMaterial;
 
 
-			renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
-			renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
+			renderObjects( opaqueObjects, camera, fog, overrideMaterial );
+			renderObjects( transparentObjects, camera, fog, overrideMaterial );
 
 
 		} else {
 		} else {
 
 
 			// opaque pass (front-to-back order)
 			// opaque pass (front-to-back order)
 
 
 			state.setBlending( THREE.NoBlending );
 			state.setBlending( THREE.NoBlending );
-			renderObjects( opaqueObjects, camera, lights, fog );
+			renderObjects( opaqueObjects, camera, fog );
 
 
 			// transparent pass (back-to-front order)
 			// transparent pass (back-to-front order)
 
 
-			renderObjects( transparentObjects, camera, lights, fog );
+			renderObjects( transparentObjects, camera, fog );
 
 
 		}
 		}
 
 
@@ -1350,7 +1350,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 
 	}
 	}
 
 
-	function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
+	function renderObjects( renderList, camera, fog, overrideMaterial ) {
 
 
 		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
 		for ( var i = 0, l = renderList.length; i < l; i ++ ) {
 
 
@@ -1368,7 +1368,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 
 				setMaterial( material );
 				setMaterial( material );
 
 
-				var program = setProgram( camera, lights, fog, material, object );
+				var program = setProgram( camera, fog, material, object );
 
 
 				_currentGeometryProgram = '';
 				_currentGeometryProgram = '';
 
 
@@ -1380,7 +1380,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 
 			} else {
 			} else {
 
 
-				_this.renderBufferDirect( camera, lights, fog, geometry, material, object, group );
+				_this.renderBufferDirect( camera, fog, geometry, material, object, group );
 
 
 			}
 			}
 
 
@@ -1571,7 +1571,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 
 	}
 	}
 
 
-	function setProgram( camera, lights, fog, material, object ) {
+	function setProgram( camera, fog, material, object ) {
 
 
 		_usedTextureUnits = 0;
 		_usedTextureUnits = 0;
 
 
@@ -1811,7 +1811,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 
 				if ( object.receiveShadow && ! material._shadowPass ) {
 				if ( object.receiveShadow && ! material._shadowPass ) {
 
 
-					refreshUniformsShadow( m_uniforms, lights, camera );
+					refreshUniformsShadow( m_uniforms, camera );
 
 
 				}
 				}
 
 
@@ -2121,7 +2121,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 
 	}
 	}
 
 
-	function refreshUniformsShadow ( uniforms, lights, camera ) {
+	function refreshUniformsShadow ( uniforms, camera ) {
 
 
 		if ( uniforms.shadowMatrix ) {
 		if ( uniforms.shadowMatrix ) {
 
 

+ 2 - 2
src/renderers/webgl/WebGLShadowMap.js

@@ -270,7 +270,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
 							if ( groupMaterial.visible === true ) {
 							if ( groupMaterial.visible === true ) {
 
 
 								var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
 								var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
-								_renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, depthMaterial, object, group );
+								_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
 
 
 							}
 							}
 
 
@@ -279,7 +279,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
 					} else {
 					} else {
 
 
 						var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
 						var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
-						_renderer.renderBufferDirect( shadowCamera, _lights, null, geometry, depthMaterial, object, null );
+						_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
 
 
 					}
 					}