|
@@ -314,7 +314,7 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
|
|
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
|
|
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
|
|
|
|
|
|
state.disable( gl.CULL_FACE );
|
|
state.disable( gl.CULL_FACE );
|
|
- gl.depthMask( false );
|
|
|
|
|
|
+ state.setDepthWrite( false );
|
|
|
|
|
|
for ( var i = 0, l = flares.length; i < l; i ++ ) {
|
|
for ( var i = 0, l = flares.length; i < l; i ++ ) {
|
|
|
|
|
|
@@ -351,7 +351,7 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
|
|
state.bindTexture( gl.TEXTURE_2D, null );
|
|
state.bindTexture( gl.TEXTURE_2D, null );
|
|
state.activeTexture( gl.TEXTURE1 );
|
|
state.activeTexture( gl.TEXTURE1 );
|
|
state.bindTexture( gl.TEXTURE_2D, tempTexture );
|
|
state.bindTexture( gl.TEXTURE_2D, tempTexture );
|
|
- gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
|
|
|
|
|
|
+ gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, viewport.x + screenPositionPixels.x - 8, viewport.y + screenPositionPixels.y - 8, 16, 16, 0 );
|
|
|
|
|
|
|
|
|
|
// render pink quad
|
|
// render pink quad
|
|
@@ -370,7 +370,7 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
|
|
|
|
|
|
state.activeTexture( gl.TEXTURE0 );
|
|
state.activeTexture( gl.TEXTURE0 );
|
|
state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
|
|
state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
|
|
- gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
|
|
|
|
|
|
+ gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, viewport.x + screenPositionPixels.x - 8, viewport.y + screenPositionPixels.y - 8, 16, 16, 0 );
|
|
|
|
|
|
|
|
|
|
// restore graphics
|
|
// restore graphics
|
|
@@ -441,7 +441,7 @@ THREE.LensFlarePlugin = function ( renderer, flares ) {
|
|
|
|
|
|
state.enable( gl.CULL_FACE );
|
|
state.enable( gl.CULL_FACE );
|
|
state.enable( gl.DEPTH_TEST );
|
|
state.enable( gl.DEPTH_TEST );
|
|
- gl.depthMask( true );
|
|
|
|
|
|
+ state.setDepthWrite( true );
|
|
|
|
|
|
renderer.resetGLState();
|
|
renderer.resetGLState();
|
|
|
|
|