WestLangley преди 6 години
родител
ревизия
84fc12e1cd

+ 2 - 2
examples/js/postprocessing/BloomPass.js

@@ -77,7 +77,7 @@ THREE.BloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype )
 
 	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
-		if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
+		if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
 
 		// Render quad with blured scene into texture (convolution pass 1)
 
@@ -106,7 +106,7 @@ THREE.BloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype )
 
 		this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY.texture;
 
-		if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
+		if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
 
 		renderer.setRenderTarget( readBuffer );
 		if ( this.clear ) renderer.clear();

+ 2 - 2
examples/js/postprocessing/OutlinePass.js

@@ -260,7 +260,7 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
 
 			renderer.autoClear = false;
 
-			if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
+			if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
 
 			renderer.setClearColor( 0xffffff, 1 );
 
@@ -362,7 +362,7 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype
 			this.overlayMaterial.uniforms[ "usePatternTexture" ].value = this.usePatternTexture;
 
 
-			if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
+			if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
 
 			renderer.setRenderTarget( readBuffer );
 			this.fsQuad.render( renderer );

+ 2 - 3
examples/js/postprocessing/UnrealBloomPass.js

@@ -190,7 +190,7 @@ THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.proto
 
 		renderer.setClearColor( this.clearColor, 0 );
 
-		if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
+		if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
 
 		// Render input to screen
 
@@ -255,8 +255,7 @@ THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.proto
 		this.fsQuad.material = this.materialCopy;
 		this.copyUniforms[ "tDiffuse" ].value = this.renderTargetsHorizontal[ 0 ].texture;
 
-		if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
-
+		if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
 
 		if ( this.renderToScreen ) {
 

+ 2 - 2
examples/jsm/postprocessing/BloomPass.js

@@ -90,7 +90,7 @@ BloomPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 
 	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
-		if ( maskActive ) renderer.getContext().disable( renderer.getContext().STENCIL_TEST ); // avoid direct gl calls
+		if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
 
 		// Render quad with blured scene into texture (convolution pass 1)
 
@@ -119,7 +119,7 @@ BloomPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 
 		this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY.texture;
 
-		if ( maskActive ) renderer.getContext().enable( renderer.getContext().STENCIL_TEST ); // avoid direct gl calls
+		if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
 
 		renderer.setRenderTarget( readBuffer );
 		if ( this.clear ) renderer.clear();

+ 2 - 2
examples/jsm/postprocessing/OutlinePass.js

@@ -280,7 +280,7 @@ OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), {
 
 			renderer.autoClear = false;
 
-			if ( maskActive ) renderer.getContext().disable( renderer.getContext().STENCIL_TEST );
+			if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
 
 			renderer.setClearColor( 0xffffff, 1 );
 
@@ -382,7 +382,7 @@ OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), {
 			this.overlayMaterial.uniforms[ "usePatternTexture" ].value = this.usePatternTexture;
 
 
-			if ( maskActive ) renderer.getContext().enable( renderer.getContext().STENCIL_TEST );
+			if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
 
 			renderer.setRenderTarget( readBuffer );
 			this.fsQuad.render( renderer );

+ 2 - 3
examples/jsm/postprocessing/UnrealBloomPass.js

@@ -206,7 +206,7 @@ UnrealBloomPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 
 		renderer.setClearColor( this.clearColor, 0 );
 
-		if ( maskActive ) renderer.getContext().disable( renderer.getContext().STENCIL_TEST );
+		if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
 
 		// Render input to screen
 
@@ -271,8 +271,7 @@ UnrealBloomPass.prototype = Object.assign( Object.create( Pass.prototype ), {
 		this.fsQuad.material = this.materialCopy;
 		this.copyUniforms[ "tDiffuse" ].value = this.renderTargetsHorizontal[ 0 ].texture;
 
-		if ( maskActive ) renderer.getContext().enable( renderer.getContext().STENCIL_TEST );
-
+		if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
 
 		if ( this.renderToScreen ) {