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WebGLRenderer: Renamed getViewport to getCurrentViewport. See #13081

Mr.doob 7 年之前
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7f70aedfa6

+ 1 - 1
docs/api/renderers/WebGLRenderer.html

@@ -355,7 +355,7 @@
 		<h3>[method:RenderTarget getRenderTarget]()</h3>
 		<h3>[method:RenderTarget getRenderTarget]()</h3>
 		<div>Returns the current RenderTarget, if any.</div>
 		<div>Returns the current RenderTarget, if any.</div>
 
 
-		<h3>[method:RenderTarget getViewport]()</h3>
+		<h3>[method:RenderTarget getCurrentViewport]()</h3>
 		<div>Returns the current viewport.</div>
 		<div>Returns the current viewport.</div>
 
 
 		<h3>[method:Number getMaxAnisotropy]()</h3>
 		<h3>[method:Number getMaxAnisotropy]()</h3>

+ 81 - 81
docs/examples/objects/LensFlare.html

@@ -1,81 +1,81 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../" />
-		<script src="list.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Mesh] &rarr;
-
-		<h1>[name]</h1>
-
-		<div class="desc">
-			Creates a simulated lens flare that tracks a light.<br /><br />
-
-			Note: [page:WebGLRenderer.alpha] must be set to *true* for LensFlare to work.
-		</div>
-
-		<h2>Example</h2>
-
-		<div>
-			[example:webgl_lensflares lensflares]
-
-			<code>
-var light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
-
-var textureLoader = new THREE.TextureLoader();
-
-var textureFlare0 = textureLoader.load( "textures/lensflare/lensflare0.png" );
-var textureFlare1 = textureLoader.load( "textures/lensflare/lensflare2.png" );
-var textureFlare2 = textureLoader.load( "textures/lensflare/lensflare3.png" );
-
-var lensFlareGroup = new THREE.LensFlareGroup();
-
-var lensFlare0 = new THREE.LensFlare( textureFlare0, 512, 0, THREE.AdditiveBlending );
-var lensFlare1 = new THREE.LensFlare( textureFlare1, 512, 0, THREE.AdditiveBlending );
-var lensFlare2 = new THREE.LensFlare( textureFlare2, 60, 0.6, THREE.AdditiveBlending );
-
-lensFlareGroup.add( lensFlare0 );
-lensFlareGroup.add( lensFlare1 );
-lensFlareGroup.add( lensFlare2 );
-
-lensFlareGroup.position.copy( light.position );
-
-scene.add( lensFlareGroup );
-			</code>
-
-		</div>
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [page:Texture texture], [page:Float size], [page:Float distance], [page:Materials blending], [page:Color color], [page:Float opacity] )</h3>
-		<div>
-		[page:Texture texture] - THREE.Texture to use for the flare. <br />
-		[page:Float size] - (optional) size in pixels <br />
-		[page:Float distance] - (optional) (0-1) from light source (0 = at light source) <br />
-		[page:Materials blending] - (optional) [page:Materials Blending Mode] - Defaults to THREE.NormalBlending <br />
-		[page:Color color] - (optional) the [page:Color] of the lens flare<br /><br />
-		[page:Float opacity] - (optional) the opacity of the lens flare<br /><br />
-
-		</div>
-
-		<h2>Properties</h2>
-		<div>See the base [page:Mesh] class for common properties.</div>
-
-		<h3>[property:Boolean isLensFlare]</h3>
-		<div>
-			Used to check whether this or derived classes are lens flares. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/LensFlare.js examples/js/objects/LensFlare.js]
-	</body>
-</html>
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Mesh] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+			Creates a simulated lens flare that tracks a light.<br /><br />
+
+			Note: [page:WebGLRenderer.alpha] must be set to *true* for LensFlare to work.
+		</div>
+
+		<h2>Example</h2>
+
+		<div>
+			[example:webgl_lensflares lensflares]
+
+			<code>
+var light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
+
+var textureLoader = new THREE.TextureLoader();
+
+var textureFlare0 = textureLoader.load( "textures/lensflare/lensflare0.png" );
+var textureFlare1 = textureLoader.load( "textures/lensflare/lensflare2.png" );
+var textureFlare2 = textureLoader.load( "textures/lensflare/lensflare3.png" );
+
+var lensFlareGroup = new THREE.LensFlareGroup();
+
+var lensFlare0 = new THREE.LensFlare( textureFlare0, 512, 0, THREE.AdditiveBlending );
+var lensFlare1 = new THREE.LensFlare( textureFlare1, 512, 0, THREE.AdditiveBlending );
+var lensFlare2 = new THREE.LensFlare( textureFlare2, 60, 0.6, THREE.AdditiveBlending );
+
+lensFlareGroup.add( lensFlare0 );
+lensFlareGroup.add( lensFlare1 );
+lensFlareGroup.add( lensFlare2 );
+
+lensFlareGroup.position.copy( light.position );
+
+scene.add( lensFlareGroup );
+			</code>
+
+		</div>
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]( [page:Texture texture], [page:Float size], [page:Float distance], [page:Materials blending], [page:Color color], [page:Float opacity] )</h3>
+		<div>
+		[page:Texture texture] - THREE.Texture to use for the flare. <br />
+		[page:Float size] - (optional) size in pixels <br />
+		[page:Float distance] - (optional) (0-1) from light source (0 = at light source) <br />
+		[page:Materials blending] - (optional) [page:Materials Blending Mode] - Defaults to THREE.NormalBlending <br />
+		[page:Color color] - (optional) the [page:Color] of the lens flare<br /><br />
+		[page:Float opacity] - (optional) the opacity of the lens flare<br /><br />
+
+		</div>
+
+		<h2>Properties</h2>
+		<div>See the base [page:Mesh] class for common properties.</div>
+
+		<h3>[property:Boolean isLensFlare]</h3>
+		<div>
+			Used to check whether this or derived classes are lens flares. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally for optimisation.
+		</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/LensFlare.js examples/js/objects/LensFlare.js]
+	</body>
+</html>

+ 1 - 1
examples/js/objects/LensFlare.js

@@ -286,7 +286,7 @@ THREE.LensFlare = function ( texture, size, distance, blending, color, opacity )
 
 
 		//
 		//
 
 
-		renderer.getViewport( viewport );
+		viewport.copy( renderer.getCurrentViewport() );
 
 
 		group.update( renderer, camera, viewport );
 		group.update( renderer, camera, viewport );
 
 

+ 2 - 2
src/renderers/WebGLRenderer.js

@@ -428,9 +428,9 @@ function WebGLRenderer( parameters ) {
 
 
 	};
 	};
 
 
-	this.getViewport = function ( viewport ) {
+	this.getCurrentViewport = function () {
 
 
-		viewport.copy( _currentViewport );
+		return _currentViewport;
 
 
 	};
 	};