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make sure webglrenderer2 works again with the new dev version

OpenShift guest 12 yıl önce
ebeveyn
işleme
77c4e00a29

+ 5 - 5
src/renderers/WebGLRenderer2.js

@@ -147,9 +147,11 @@ THREE.WebGLRenderer2 = function ( parameters ) {
 
 	this.context = renderer.getContext();
 	this.domElement = renderer.getDomElement();
+	this.getPrecision = renderer.getPrecision;
 
 	// low level API
 
+	this.getPrecision = renderer.getPrecision;
 	this.getContext = renderer.getContext;
 	this.supportsVertexTextures = renderer.supportsVertexTextures;
 	this.getMaxAnisotropy  = renderer.getMaxAnisotropy;
@@ -1248,7 +1250,7 @@ THREE.WebGLRenderer2 = function ( parameters ) {
 
 			if ( object.visible ) {
 
-				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
+				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
 
 					setupMatrices( object, camera );
 
@@ -1265,7 +1267,7 @@ THREE.WebGLRenderer2 = function ( parameters ) {
 						} else {
 
 							_vector3.copy( object.matrixWorld.getPosition() );
-							_projScreenMatrix.multiplyVector3( _vector3 );
+							_vector3.applyMatrix4(_projScreenMatrix);
 
 							webglObject.z = _vector3.z;
 
@@ -1818,7 +1820,7 @@ THREE.WebGLRenderer2 = function ( parameters ) {
 
 					addBuffer( scene.__webglObjects, geometry, object );
 
-				} else {
+				} else if ( geometry instanceof THREE.Geometry ) {
 
 					for ( g in geometry.geometryGroups ) {
 
@@ -3294,5 +3296,3 @@ THREE.WebGLRenderer2 = function ( parameters ) {
 	this.addPostPlugin( new THREE.LensFlarePlugin() );
 
 };
-
-//THREE.WebGLRenderer = THREE.WebGLRenderer2;

+ 1 - 4
src/renderers/webgl/Objects/ParticleRenderer.js

@@ -2,11 +2,8 @@
 
 THREE.ParticleRenderer = function(lowlevelrenderer, info){
 	THREE.Object3DRenderer.call( this, lowlevelrenderer, info );
-	
-
 };
 
-
 THREE.ParticleRenderer.prototype = Object.create( THREE.Object3DRenderer.prototype );
 
 THREE.ParticleRenderer.prototype.createBuffers = function( geometry ) {
@@ -72,7 +69,7 @@ THREE.ParticleRenderer.prototype.setBuffers = function( geometry, object , proje
 			vertex = vertices[ v ];
 
 			_vector3.copy( vertex );
-			_projScreenMatrixPS.multiplyVector3( _vector3 );
+			_vector3.applyMatrix4(_projScreenMatrixPS);
 
 			sortArray[ v ] = [ _vector3.z, v ];
 

+ 7 - 0
src/renderers/webgl/renderer.js

@@ -218,6 +218,12 @@ THREE.WebGLRenderer2.LowLevelRenderer = function(parameters){
 		return _canvas;
 		
 	};
+
+	function getPrecision() {
+
+		return _precision;
+
+	};
 	
 	function getCurrentWidth(){
 		
@@ -1431,6 +1437,7 @@ THREE.WebGLRenderer2.LowLevelRenderer = function(parameters){
 	// Methods
 	this.getContext = getContext;
 	this.getDomElement = getDomElement;
+	this.getPrecision = getPrecision;
 	this.getCurrentWidth = getCurrentWidth;
 	this.getCurrentHeight = getCurrentHeight;
 	this.supportsVertexTextures = supportsVertexTextures;